Reality Is Broken, Exercises of Design

It is games that give us something to do when there is nothing to do. We thus call games “pastimes” and regard them as trifling fillers of the interstices ...

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Reality Is Broken
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Why Games Make Us Better
and How They Can Change the World
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JANE McGONIGAL
THE PENGUIN PRESS
New York
2011
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Reality Is Broken

a

Why Games Make Us Better

and How They Can Change the World

E J A N E M c G O N I G A L

T H E P E N G U I N P R E S S New York 2011

It is games that give us something to do when there is nothing to do. We thus call games “pastimes” and regard them as trifling fillers of the interstices of our lives. But they are much more important than that. They are clues to the future. And their serious cultivation now is perhaps our only salvation.

— bernard suits , philosopher 1

G

amers have had enough of reality. They are abandoning it in droves—a few hours here, an entire weekend there, sometimes every spare minute of every day for stretches at a time—in favor of simulated environments and online games. Maybe you are one of these gamers. If not, then you definitely know some of them. Who are they? They are the nine-to-fivers who come home and apply all of the smarts and talents that are underutilized at work to plan and coordinate complex raids and quests in massively multiplayer online games like Final Fantasy XI and the Lineage worlds. They’re the music lovers who have in- vested hundreds of dollars on plastic Rock Band and Guitar Hero instruments and spent night after night rehearsing, in order to become virtuosos of video game performance. They’re the World of Warcraft fans who are so intent on mastering the challenges of their favorite game that, collectively, they’ve written a quarter of a million wiki articles on the WoWWiki—creating the single largest wiki after Wikipedia. They’re the Brain Age and Mario Kart players who take hand- held game consoles everywhere they go, sneaking in short puzzles, races, and minigames as often as possible, and as a result nearly eliminating mental downtime from their lives. They’re the United States troops stationed overseas who dedicate so many hours a week to burnishing their Halo 3 in-game service record that earning virtual combat medals is widely known as the most popular activity for off-duty soldiers. They’re the young adults in China who have spent so much play money, or “QQ coins,” on magical swords and other powerful game objects that the People’s Bank of China intervened to prevent the devaluation of the yuan, China’s real-world currency. 2 Most of all, they’re the kids and teenagers worldwide who would rather spend hours in front of just about any computer game or video game than do anything else. These gamers aren’t rejecting reality entirely. They have jobs, goals, school-

Reality Is Broken | 3

work, families, commitments, and real lives that they care about. But as they devote more and more of their free time to game worlds, the real world in- creasingly feels like it’s missing something. Gamers want to know: Where, in the real world, is that gamer sense of being fully alive, focused, and engaged in every moment? Where is the gamer feeling of power, heroic purpose, and community? Where are the bursts of exhilarat- ing and creative game accomplishment? Where is the heart-expanding thrill of success and team victory? While gamers may experience these pleasures occasionally in their real lives, they experience them almost constantly when they’re playing their favorite games. The real world just doesn’t offer up as easily the carefully designed plea- sures, the thrilling challenges, and the powerful social bonding afforded by virtual environments. Reality doesn’t motivate us as effectively. Reality isn’t engineered to maximize our potential. Reality wasn’t designed from the bot- tom up to make us happy. And so, there is a growing perception in the gaming community: Reality, compared to games, is broken. In fact, it is more than a perception. It’s a phenomenon. Economist Edward Castronova calls it a “mass exodus” to game spaces, and you can see it already happening in the numbers. Hundreds of millions of people worldwide are opting out of reality for larger and larger chunks of time. In the United States alone, there are 183 million active gamers (individuals who, in surveys, re- port that they play computer or video games “regularly”—on average, thirteen hours a week). 3 Globally, the online gamer community—including console, PC, and mobile phone gaming—counts more than 4 million gamers in the Middle East, 10 million in Russia, 105 million in India, 10 million in Viet- nam, 10 million in Mexico, 13 million in Central and South America, 15 million in Australia, 17 million in South Korea, 100 million in Europe, and 200 million in China.^4 Although a typical gamer plays for just an hour or two a day, there are now more than 6 million people in China who spend at least twenty-two hours a week gaming, the equivalent of a part-time job. 5 More than 10 million “hard- core” gamers in the United Kingdom, France, and Germany spend at least

Reality Is Broken | 5

disappearing into game worlds? Are we really rushing headlong into a fu- ture where the majority of us use games to satisfy many of our most impor- tant needs? If so, it will not be the first time that such a mass exodus from reality to games has occurred. Indeed, the very first written history of human gameplay, Herodotus’ Histories, the ancient Greek account of the Persian Wars—dating back more than three thousand years—describes a nearly identical scenario. While the oldest known game is the ancient counting game Mancala— evidence shows it was played during Egypt’s age of empires, or the fifteenth to the eleventh centuries BC—it was not until Herodotus that anyone thought to record the origins or cultural functions of these games. And from his an- cient text, we can learn a great deal about what’s happening today—and what’s almost certainly coming next. It’s a bit counterintuitive to think about the future in terms of the past. But as a research director at the Institute for the Future—a nonprofit think tank in Palo Alto, California, and the world’s oldest future-forecasting organization— I’ve learned an important trick: to develop foresight, you need to practice hind- sight. Technologies, cultures, and climates may change, but our basic human needs and desires—to survive, to care for our families, and to lead happy, purposeful lives—remain the same. So at IFTF we like to say, “To understand the future, you have to look back at least twice as far as you’re looking ahead.” Fortunately, when it comes to games, we can look even farther back than that. Games have been a fundamental part of human civilization for thousands of years. In the opening book of The Histories, Herodotus writes:

When Atys was king of Lydia in Asia Minor some three thousand years ago, a great scarcity threatened his realm. For a while people accepted their lot without complaining, in the hope that times of plenty would return. But when things failed to get better, the Lyd- ians devised a strange remedy for their problem. The plan adopted against the famine was to engage in games one day so entirely as

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not to feel any craving for food... and the next day to eat and ab- stain from games. In this way they passed eighteen years, and along the way they invented the dice, knuckle-bones, the ball, and all the games which are common.^9

What do ancient dice made from sheep’s knuckles have to do with the fu- ture of computer and video games? More than you might expect. Herodotus invented history as we know it, and he has described the goal of history as uncovering moral problems and moral truths in the concrete data of experience. Whether Herodotus’ story of an eighteen-year famine survived through gameplay is true or, as some modern historians believe, apocryphal, its moral truths reveal something important about the essence of games. We often think of immersive gameplay as “escapist,” a kind of passive re- treat from reality. But through the lens of Herodotus’ history, we can see how games could be a purposeful escape, a thoughtful and active escape, and most importantly an extremely helpful escape. For the Lydians, playing together as a nearly full-time activity would have been a behavior highly adaptive to dif- ficult conditions. Games made life bearable. Games gave a starving popula- tion a feeling of power in a powerless situation, a sense of structure in a chaotic environment. Games gave them a better way to live when their circumstances were otherwise completely unsupportive and uninhabitable. Make no mistake: we are no different from the ancient Lydians. Today, many of us are suffering from a vast and primal hunger. But it is not a hunger for food—it is a hunger for more and better engagement from the world around us. Like the ancient Lydians, many gamers have already figured out how to use the immersive power of play to distract themselves from their hunger: a hun- ger for more satisfying work, for a stronger sense of community, and for a more engaging and meaningful life. Collectively, the planet is now spending more than 3 billion hours a week gaming. We are starving, and our games are feeding us.

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already posed it as a very real challenge to the one community who can truly help launch this transformation: the people who make games for a living. I’m one of them—I’ve been designing games professionally for the past de- cade. And I’ve come to believe that people who know how to make games need to start focusing on the task of making real life better for as many people as possible. I haven’t always been so sure of this mission. It has taken a good ten years of research and a series of increasingly ambitious game projects to get to this point. Back in 2001, I started my career by working on the fringes of the game- design industry, at tiny start-up companies and experimental design labs. More often than not, I was working for free, designing puzzles and missions for low- budget computer and mobile phone games. I was happy when they were played by a few hundred people, or—when I was really lucky—a few thou- sand. I studied those players as closely as possible. I watched them while they played, and I interviewed them afterward. I was just starting to learn what gives games their power. During those early years, I was also a “starving” graduate student—earning a PhD in performance studies from the University of California at Berkeley. I was the first in my department to study computer and video games, and I had to make it up as I went along, bringing together different findings from psy- chology, cognitive science, sociology, economics, political science, and per- formance theory in order to try to figure out exactly what makes a good game work. I was particularly interested in how games could change the way we think and act in everyday life—a question that, back then, few, if any, research- ers were looking at. Eventually, as a result of my research, I published several academic papers (and eventually a five-hundred-page dissertation) proposing how we could leverage the power of games to reinvent everything from government, health care, and education to traditional media, marketing, and entrepreneurship— even world peace. And increasingly, I found myself called on to help large companies and organizations adopt game design as an innovation strategy— from the World Bank, the American Heart Association, the National Academy

Reality Is Broken | 9

of Sciences, and the U.S. Department of Defense to McDonald’s, Intel, the Corporation for Public Broadcasting, and the International Olympic Com- mittee. You’ll read about many of the games I created with these organizations in this book—and for the first time, I’ll be sharing my design motivations and strategies. The inspiration for this book came in the spring of 2008, when I was invited to deliver the annual “rant” at the Game Developers Conference, the most important industry gathering of the year. The rant is supposed to be a wake-up call, a demand to shake up the industry. It’s always one of the most popular sessions at the conference. That year, the room was packed to standing-room capacity with more than a thousand of the world’s leading game designers and developers. And in my rant, they heard the same argument you’re reading here: that reality is broken, and we need to start making games to fix it. When I finished, the applause and cheers took what seemed like forever to die down. I had been nervous that my rant would be rejected by my peers. Instead, it seemed to strike a chord with the industry. I started to get e-mails every single day from people who had heard about the rant or read the tran- script online and wanted to help. Some were just starting out in the industry and had no idea how to go about doing it. Others were industry leaders who genuinely wanted to change the direction of games for good. Seemingly over- night, start-up companies were founded, capital was raised, and today there are hundreds of games in development that aspire to change reality for the better. I wouldn’t dream of taking credit for this turn of events, of course. I was just lucky enough to be one of the first people to see it happening, and one of the strongest voices cheering it on. In 2009, I was invited back to the Game Developers Conference to give a keynote address about what game developers needed to do over the next decade to reinvent reality as we know it. This time, I wasn’t surprised to dis- cover that some of the most popular sessions at the conference were about “games for personal and social change,” “positive impact games,” “social real- ity games,” “serious games,” and “leveraging the play of the planet.” Every- where I turned, I saw evidence that this movement to harness the power of games for good had already started to happen. Suddenly, my personal mission

Reality Is Broken | 11

for thirty years now. And so it is that more and more people are being drawn to the power of computer and video games—and finding themselves engaged by them for longer and longer periods of time, for greater and greater stretches of their lives. Amazingly, some people have no interest in understanding why this is happening or figuring out what we could do with it. They will never pick up a book about games, because they’re already certain they know exactly what games are good for—wasting time, tuning out, and losing out on real life. The people who continue to write off games will be at a major disadvantage in the coming years. Those who deem them unworthy of their time and at- tention won’t know how to leverage the power of games in their communities, in their businesses, in their own lives. They will be less prepared to shape the future. And therefore they will miss some of the most promising opportunities we have to solve problems, create new experiences, and fix what’s wrong with reality. Fortunately, the gap between gamers and nongamers is growing smaller all the time. In the United States, the biggest gaming market in the world, the majority of us are already gamers. Some recent relevant statistics from the En- tertainment Software Association’s annual study of game players—the largest and most widely respected market research report of its kind:

  • 69 percent of all heads of household play computer and video games.
  • 97 percent of youth play computer and video games.
  • 40 percent of all gamers are women.
  • One out of four gamers is over the age of fifty.
  • The average game player is thirty-five years old and has been play- ing for twelve years.
  • Most gamers expect to continue playing games for the rest of their lives. 11

Meanwhile, the scientific journal Cyberpsychology, Behavior, and Social Networking reported in 2009 that 61 percent of surveyed CEOs, CFOs, and other senior executives say they take daily game breaks at work.^12

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These numbers demonstrate how quickly a gaming culture can take hold. And trends from every continent—from Austria, Brazil, and the United Arab Emirates to Malaysia, Mexico, New Zealand, and South Africa—show that gamer markets are emerging rapidly with similarly diverse demographics. Over the next decade, these new markets will increasingly resemble, if not com- pletely catch up to, those in leading gamer countries like South Korea, the United States, Japan, and the United Kingdom today. As games journalist Rob Fahey famously pronounced in 2008: “It’s inevi- table: soon we will all be gamers.” 13 We have to start taking this growing gamer majority seriously. We are living in a world full of games and gamers. And so we need to decide now what kinds of games we should make together and how we will play them together. We need a plan for determining how games will impact our real societies and our real lives. We need a framework for making these decisions and for shaping these plans. This book, I hope, could serve as that framework. It’s written for gamers and for everyone who will one day become a gamer—in other words, for virtually every person on this planet. It’s an opportunity to understand now how games work, why humans are so drawn to them, and what they can do for us in our real lives. If you are a gamer, it’s time to get over any regret you might feel about spending so much time playing games. You have not been wasting your time. You have been building up a wealth of virtual experience that, as the first half of this book will show you, can teach you about your true self: what your core strengths are, what really motivates you, and what make you happiest. As you’ll see, you have also developed world-changing ways of thinking, organizing, and acting. And, as this book reveals, there are already plenty of opportunities for you to start using them for real-world good. If you don’t have a lot of personal experience with games yet, then this book will help you jump-start your engagement with the most important me- dium of the twenty-first century. By the time you’re finished reading it, you’ll be deeply familiar with the most important games you can play today—and be able to imagine the kinds of important games we will make and play in the years to come.

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together to play them, because we’re finally making games that tackle real dilemmas and improve real lives. If we take everything game developers have learned about optimiz- ing human experience and organizing collaborative communities and apply it to real life, I foresee games that make us wake up in the morning and feel thrilled to start our day. I foresee games that reduce our stress at work and dramatically increase our career satisfaction. I foresee games that fix our edu- cational systems. I foresee games that treat depression, obesity, anxiety, and attention deficit disorder. I foresee games that help the elderly feel engaged and socially connected. I foresee games that raise rates of democratic partici- pation. I foresee games that tackle global-scale problems like climate change and poverty. In short, I foresee games that augment our most essential human capabilities—to be happy, resilient, creative—and empower us to change the world in meaningful ways. Indeed, as you’ll see in the pages ahead, such games are already coming into existence. The future I’ve described here seems both desirable and plausible to me. But in order to create this future, several things need to happen. We will have to overcome the lingering cultural bias against games, so that nearly half the world is not cut off from the power of games. We need to build hybrid industries and unconventional partnerships, so that game researchers and game designers and game developers can work with engineers and architects and policy makers and executives of all kinds to har- ness the power of games. Finally, but perhaps most importantly, we all need to develop our core game competencies so we can take an active role in changing our lives and enabling the future. This book is designed to do just that. It will build up your ability to enjoy life more, to solve tougher problems, and to lead others in world-changing efforts. In Part I: Why Games Make Us Happy , you’ll go inside the minds of top game designers and game researchers. You’ll find out exactly which emo- tions the most successful games are carefully engineered to provoke—and how these feelings can spill over, in positive and surprising ways, into our real lives and relationships.

Reality Is Broken | 15

In Part II: Reinventing Reality , you’ll discover the world of alternate real- ity games. It’s the rapidly growing field of new software, services, and experi- ences meant to make us as happy and successful in our real lives as we are when we’re playing our favorite video games. If you’ve never heard of ARGs before, you may be shocked to discover how many people are already making and playing them. Hundreds of start-up companies and independent design- ers have devoted themselves to applying leading-edge game design and tech- nologies to improving our everyday lives. And millions of gamers have already discovered the benefits of ARGs firsthand. In this section, you’ll find out how ARGs are already starting to raise our quality of life at home and at school, in our neighborhoods and our workplaces. Finally, in Part III: How Very Big Games Can Change the World , you’ll get a glimpse of the future. You’ll discover ten games designed to help ordinary people achieve the world’s most urgent goals: curing cancer, stopping climate change, spreading peace, ending poverty. You’ll find out how new participa- tion platforms and collaboration environments are making it possible for any- one to help invent a better future, just by playing a game. Ultimately, the people who understand the power and potential of games to both make us happy and change reality will be the people who invent our future. By the time you finish reading this book, you will be an expert on how good games work. With that knowledge, you’ll make better choices about which games to play and when. More importantly, you’ll be ready to start inventing your own new games. You’ll be prepared to create powerful, alter- nate realities for yourself and for your family; for your school, your business, your neighborhood, or any other community you care about; for your favorite cause, for an entire industry, or for an entirely new movement. We can play any games we want. We can create any future we can imagine. Let the games begin.