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Reality Is Broken: Why Games Make Us Better and How They Can Change the World Paperback – Illustrated, December 27, 2011
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“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.
- Print length416 pages
- LanguageEnglish
- PublisherPenguin Books
- Publication dateDecember 27, 2011
- Dimensions5.48 x 0.93 x 8.35 inches
- ISBN-109780143120612
- ISBN-13978-0143120612
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Editorial Reviews
Review
“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
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
- Best Sellers Rank: #294,363 in Books (See Top 100 in Books)
- #497 in Cognitive Psychology (Books)
- #706 in Video & Computer Games
- #10,279 in Social Sciences (Books)
- Customer Reviews:
About the author

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
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Learn more how customers reviews work on AmazonCustomers 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
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
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
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
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
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
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
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
Reviews with images

Awesome book - well worth reading/studying
Top reviews from the United States
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- Reviewed in the United States on August 1, 2011I 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.
- Reviewed in the United States on January 21, 2011Reality 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.
Top reviews from other countries
- Luca De DominicisReviewed in Italy on August 20, 2024
5.0 out of 5 stars a must Read
Even though the eBook pay its due to time it is still really groundbreaking. I sincerelly suggest you to read it.
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Cliente KindleReviewed in Brazil on July 5, 2020
5.0 out of 5 stars O melhor livro que li em anos
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.
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Amazon CustomerReviewed in Mexico on November 11, 2019
5.0 out of 5 stars El libro si te presenta una nueva realidad.
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 AcunaReviewed in India on November 4, 2015
5.0 out of 5 stars Games Can Change the World
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!
- goldgrassReviewed in Japan on May 29, 2013
5.0 out of 5 stars a book changed my life
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.