Wander - Shop now
$6.80 with 66 percent savings
List Price: $20.00
$4.91 delivery Wednesday, May 14 to Nashville 37217. Details
Only 1 left in stock - order soon.
$$6.80 () Includes selected options. Includes initial monthly payment and selected options. Details
Price
Subtotal
$$6.80
Subtotal
Initial payment breakdown
Shipping cost, delivery date, and order total (including tax) shown at checkout.
Ships from
jackintheboxbooks
jackintheboxbooks
Ships from
jackintheboxbooks
Returns
30-day refund/replacement
30-day refund/replacement
This item can be returned in its original condition for a full refund or replacement within 30 days of receipt. You may receive a partial or no refund on used, damaged or materially different returns.
Payment
Secure transaction
Your transaction is secure
We work hard to protect your security and privacy. Our payment security system encrypts your information during transmission. We don’t share your credit card details with third-party sellers, and we don’t sell your information to others. Learn more
Kindle app logo image

Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer - no Kindle device required.

Read instantly on your browser with Kindle for Web.

Using your mobile phone camera - scan the code below and download the Kindle app.

QR code to download the Kindle App

Follow the author

Something went wrong. Please try your request again later.

Reality Is Broken: Why Games Make Us Better and How They Can Change the World Paperback – Illustrated, December 27, 2011

4.4 out of 5 stars 1,018 ratings

{"desktop_buybox_group_1":[{"displayPrice":"$6.80","priceAmount":6.80,"currencySymbol":"$","integerValue":"6","decimalSeparator":".","fractionalValue":"80","symbolPosition":"left","hasSpace":false,"showFractionalPartIfEmpty":true,"offerListingId":"PXOQ%2F%2B6I1kts4JNaUJkLi3lzhjA4CuJoW1dPGwOecjNwYMqnOuYTZM%2B7Zs45%2BXNXBenV2wcFkPJAhIsjEoCSmSToX0b%2BOrjApzM4e1j%2BDe5fXcqDm5lK%2BZE9vgyfeQPPzXvFnBzmujMuUsjCPBtbb4%2FXPBI2XotnSbDHms0mW2ExCqpLSGokSzw3%2BLsJEWFz","locale":"en-US","buyingOptionType":"NEW","aapiBuyingOptionIndex":0}]}

Purchase options and add-ons

“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe

“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 

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.

Jane McGonigal is also the author of 
SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
The%20Amazon%20Book%20Review
The Amazon Book Review
Book recommendations, author interviews, editors' picks, and more. Read it now

Frequently bought together

This item: Reality Is Broken: Why Games Make Us Better and How They Can Change the World
$6.80
Only 1 left in stock - order soon.
Ships from and sold by jackintheboxbooks.
+
$17.01
Get it May 16 - 17
Only 1 left in stock - order soon.
Ships from and sold by RAMADAS.
+
$14.56
Get it as soon as Saturday, May 10
In Stock
Ships from and sold by Amazon.com.
Total price: $00
To see our price, add these items to your cart.
Details
Added to Cart
Some of these items ship sooner than the others.
Choose items to buy together.

Editorial Reviews

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

“Reality is Broken
 is a compelling exploration of why playing games makes us feel so good, and why, far from being a distraction from reality, technology-led games are increasingly providing solutions to our daily dissatisfactions. . . . Despite her expertise, McGonigal's book is never overly technical, and as with a good computer game, anyone, regardless of gaming experience, is likely to get sucked in.” —New Scientist

“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 

About the Author

World-renowned game designer and futurist Jane 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 and raised in New York, Jane now lives in San Francisco with her husband. She is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Product details

  • ASIN ‏ : ‎ 0143120611
  • Publisher ‏ : ‎ Penguin Books; Reprint edition (December 27, 2011)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 416 pages
  • ISBN-10 ‏ : ‎ 9780143120612
  • ISBN-13 ‏ : ‎ 978-0143120612
  • Item Weight ‏ : ‎ 2.31 pounds
  • Dimensions ‏ : ‎ 5.48 x 0.93 x 8.35 inches
  • Customer Reviews:
    4.4 out of 5 stars 1,018 ratings

About the author

Follow authors to get new release updates, plus improved recommendations.
Jane McGonigal
Brief content visible, double tap to read full content.
Full content visible, double tap to read brief content.

Jane McGonigal, PhD is a world-renowned designer of games designed to improve real lives and solve real problems.

She is the New York Times bestselling author of Reality is Broken: Why Games Make Us Better and How They Can Change the World(Penguin Press, 2011), SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient—Powered by the Science of Games (Penguin Press, 2015), and Imaginable: How to See the Future Coming and Feel Ready for Anything—Even Things that Seem Impossible Today (Spiegel & Grau, 2022).

She is also the inventor of SuperBetter, a game that has helped more than one million players tackle real-life health challenges such as depression, anxiety, chronic pain, and traumatic brain injury.

She has created and deployed award-winning games in more than 30 countries on six continents, for partners such as the American Heart Association, the International Olympics Committee, the World Bank Institute, and the New York Public Library. She specializes in games that challenge players to tackle real-world problems, such as poverty, hunger and climate change, through planetary-scale collaboration. Her best-known work includes EVOKE, Superstruct, World Without Oil, Cruel 2 B Kind, Find the Future, and The Lost Ring. These games have been featured in The New York Times, Wired, and The Economist, and on MTV, CNN, and NPR.

A former New Yorker, she now lives in the San Francisco Bay Area with her husband Kiyash, twin daughters, and Shetland sheepdogs.

Customer reviews

4.4 out of 5 stars
1,018 global ratings

Review this product

Share your thoughts with other customers

Customers say

Customers find the book engaging and thought-provoking, praising its readability and breezy writing style. Moreover, they appreciate how it addresses the positive aspects of games and gamers, while providing a fantastic look at game design philosophy and facilitating academic discussions. Additionally, the book emphasizes collaboration, with one customer highlighting how it fosters teamwork across large groups. However, the credibility receives mixed reviews, with some customers finding the research solid while others disagree.

AI-generated from the text of customer reviews

114 customers mention "Readability"114 positive0 negative

Customers find the book highly readable, describing it as an interesting and engaging read, particularly for gamers, with one customer mentioning they loved it from chapter 1 to the end.

"...Man, I'm old. Jane McGonigal has written the perfect book for someone like myself who is still interested in gaming but leery of getting..." Read more

"...and epic meaning - everything we need for a flourishing, satisfying life...." Read more

"...A good quality game keeps you at the edge between winning and losing - so you continue playing...." Read more

"...What follows next is an investigation of what makes for a good game (and not just computer games)...." Read more

98 customers mention "Enlightenedness"98 positive0 negative

Customers find the book very enlightening, praising its engaging examples and thought-provoking points.

"...the nature of gaming with a significant pop psychology and social commentary component...." Read more

"...and stereotypes from page one, offering an eye-opening analysis of the psychological, historical, and sociological power of games and game-playing...." Read more

"...There is discovery work that makes us feel confident, powerful, and motivated...." Read more

"...The book provides a nice framework for what makes the great games successful, and how these principles can be applied to the world around us...." Read more

67 customers mention "Gaming value"67 positive0 negative

Customers appreciate the book's gaming value, noting that it addresses the positive aspects of games and gamers while helping readers understand the genre.

"...It's more of a philosophical treatise on the nature of gaming with a significant pop psychology and social commentary component...." Read more

"...analysis of the psychological, historical, and sociological power of games and game-playing...." Read more

"...This provides motivation to keep playing. And games are voluntary, so participation is a sign that you knowingly and willingly accept the goal,..." Read more

"...Yes, games can fix that reality. Games are already what makes that reality bearable as it is. Going to work by public transport? Look around you...." Read more

50 customers mention "Writing quality"40 positive10 negative

Customers find the book well written and easy to read, with one customer noting it provides a very real perspective.

"...Well written, plenty of great and engaging examples - highly recommend it. A Nobel Peace Prize to a game designer within the next 50 years?..." Read more

"...I'm glad to have read the book, and would recommend it as a well-articulated vision of a very interesting idea, one that is certainly worth having..." Read more

"...The author provides very real, tangible, and quantifiable evidence that the second assertion is not only plausible, but that it is within our grasp..." Read more

"...Neither of these sentences prove anything -- moreso, her poor writing renders interesting and plausible ideas unconvincing and tenuous...." Read more

24 customers mention "Creativity"22 positive2 negative

Customers praise the book's creative approach, appreciating its fantastic look at game design philosophy and academic discussion, with one customer noting how rules unleash creativity.

"...And there is hard, creative work where we can make meaningful decisions that make us feel proud of what we have achieved...." Read more

"...The style is engaging and, while the pace may lag a little when describing the mechanisms of individual games the reader may not be familiar with,..." Read more

"...to explore previously uncharted possibility spaces, the rules unleash creativity and foster strategic thinking. 3...." Read more

"...I found the book engaging and her examples well researched and thought out...." Read more

14 customers mention "Collaboration"14 positive0 negative

Customers appreciate the book's emphasis on collaboration, with one customer noting how it improves interactions among individuals, while another highlights how it fosters teamwork across large groups and strengthens friendships.

"...because they provide positive emotions, blissful productivity, social connection, and epic meaning - everything we need for a flourishing,..." Read more

"...the possibility of teamwork across large groups of people, emphasizing collaboration, cooperation, and contributions not possible in the past...." Read more

"...can redesign our reality by augmenting it with social and collaborative game dynamics...." Read more

"...The central theme of these works seems to be that of collaboration and cooperativeness...." Read more

33 customers mention "Credibility"17 positive16 negative

Customers have mixed opinions about the book's credibility, with some praising its deep and solid research, while others find the conclusions unearned.

"...that she observed in the gaming world, and are applicable to almost any aspect of reality...." Read more

"...Yes, reality is broken...." Read more

"...I had a blast reading Reality is Broken, and it left me feeling hopeful & enthusiastic about the future...." Read more

"...Reality is never predictable, it is always a puzzle, and practically begs us all to learn exclusively by trial and error...." Read more

Awesome book - well worth reading/studying
5 out of 5 stars
Awesome book - well worth reading/studying
This is one of my most highlighted books (also well worth reading as are her later books - especially Imaginable as a follow on). While it's been 10 years + since it was published, the concepts, stories are still as relevant as ever. Not only do the practices cover 'games', in the traditional sense, but its ideas cover a host of industries and scenarios. If this book interests you, you'll want to check out Institute For the Future and the Urgent Optomists group for these sorts of situations & concepts applied.
Thank you for your feedback
Sorry, there was an error
Sorry we couldn't load the review

Top reviews from the United States

  • Reviewed in the United States on August 1, 2011
    I was a gaming addict before games were social. Through most of my middle and high school years (and my first year of college, after which I gave up gaming), I played way more video games than I'd like to admit. These were the old flat screen Macintosh and Apple games--Loderunner, Conan, Bard's Tale, Might & Magic. Some were video games, some puzzle games, some role playing. I also spent time playing garden variety games like Tetris, and in my first year of college, I discovered truly social text-based games called MUDs--multi-user dimensions. One such MUD I played non-stop during J-term is actually where one of my best friends of that time met his wife. I was best man in his wedding. She was in Texas. He was in Iowa. They met on-line, then on the phone, then in person. And that game in which they met was the old school form of gaming, completely text-based. Man, I'm old.

    Jane McGonigal has written the perfect book for someone like myself who is still interested in gaming but leery of getting back into it. In consecutive chapters she describes the most popular games of today and shows why they matter, games like World of Warcraft, Farmville, Halo 3, Lexulous, and so on. But the book is much more than a catalog of games and how to play them. It's more of a philosophical treatise on the nature of gaming with a significant pop psychology and social commentary component. She's interested in things like happiness, sociality, satisfaction, and creativity.

    In fact, the greatest contribution of the book is to reverse the terms. Typically games are seen as an escape from reality. But McGonigal sees them as potentially a shaping influence ON reality. She wants to see us play games that make the real world a better place.

    That's an intriguing enough of a thesis to hook me into reading the whole book. It may be a bit over-the-top in the "games can save the world" cheering, but she has a worthwhile point that is seldom articulated. And given that so many of us are gaming, exploring how gaming will shape our world is necessary. This is definitely the book to read first on that journey.
    2 people found this helpful
    Report
  • Reviewed in the United States on January 21, 2011
    Reality is Broken is an inspirational must-read regardless of where you stand or what you think you know about games. Jane McGonigal shatters common perception and stereotypes from page one, offering an eye-opening analysis of the psychological, historical, and sociological power of games and game-playing. The book is peppered with examples of how to harness that power to improve ourselves and our world and proudly kicks us in the most surefire direction to do so. As a game designer and game player, I have never felt more capable of affecting the future.

    Reality is Broken doesn't encourage endless screen-staring and mindless clicking or button mashing, but instead highlights the basic human needs that are no longer met by the real world. Humans spend 3 billion hours a week playing games because they provide positive emotions, blissful productivity, social connection, and epic meaning - everything we need for a flourishing, satisfying life. Even shooter-style games teach us to work together, to be more resilient in the face of failure, and they fill us with a sense of accomplishment that strengthens us in the real world.

    But, McGonigal asks, what if we could make and play better games than Halo, Call of Duty, or FarmVille? What if that gameful feeling was infused into our every day lives - to help us improve not only ourselves (McGonigal devised a game to help her recover from traumatic brain injury, for instance), but our communities and our collective future.

    Humanity currently has a crippling inability to face our most urgent problems - polarizing powers, climate crises, limited resources. We feel powerless, insignificant, divided, and directionless - everything a good game would fix. Reality IS broken, and we are running away from it in hordes for more satisfying digital experiences. McGonigal's conclusion, however, is that digital experiences are not the solution. Reality is where we belong, and games are our last hope for turning reality back into a place where we can prosper.
    22 people found this helpful
    Report

Top reviews from other countries

Translate all reviews to English
  • Luca De Dominicis
    5.0 out of 5 stars a must Read
    Reviewed in Italy on August 20, 2024
    Even though the eBook pay its due to time it is still really groundbreaking. I sincerelly suggest you to read it.
  • Cliente Kindle
    5.0 out of 5 stars O melhor livro que li em anos
    Reviewed in Brazil on July 5, 2020
    Ela escreve bem e o tema é fantástico! Ao longo do livro ela explica porque jogos são tão interessantes e depois mostra como trazer essas qualidades para a realidade para tornar nossa vida tanto de um ponto de vista individual quanto coletivo.
    Report
  • Amazon Customer
    5.0 out of 5 stars El libro si te presenta una nueva realidad.
    Reviewed in Mexico on November 11, 2019
    Este libro me esta ayudando para crear un juego, y aparte me ayuda en una investigacion en el ambito educativo. Excelente libro si quieres ver todas las investigaciones que han hecho con videojuegos y como nos han cambiado.
  • Greg Acuna
    5.0 out of 5 stars Games Can Change the World
    Reviewed in India on November 4, 2015
    If you're interested in creating games that change the world this book will have your heart soaring and your brain running at the speed of light. My highlighter covered huge sections of the book. Truly awe inspiring. Thanks Jane!
  • goldgrass
    5.0 out of 5 stars a book changed my life
    Reviewed in Japan on May 29, 2013
    Putting the ideas into practice in my daily life changed my life.
    I am happier and my life is more exciting.

    Life is a game, a hard game, and so if it is possible,
    break the boring and tedious reality and make it fun everyday.