Record ID | ia:realityisbrokenw0000mcgo |
Source | Internet Archive |
Download MARC XML | https://archive.org/download/realityisbrokenw0000mcgo/realityisbrokenw0000mcgo_marc.xml |
Download MARC binary | https://www.archive.org/download/realityisbrokenw0000mcgo/realityisbrokenw0000mcgo_meta.mrc |
LEADER: 03038cam a2200577Ia 4500
001 ocn727703488
003 OCoLC
005 20191109072506.4
008 110526s2011 nyua b 001 0 eng d
010 $z 2010029619
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019 $a1038238703
020 $a9780143120612$q(pbk.)
020 $a0143120611$q(pbk.)
020 $a9781594202858$q(hc.)
020 $a1594202850$q(hc.)
029 1 $aAU@$b000048385899
029 1 $aCHBIS$b009713557
029 1 $aCHVBK$b327219610
029 1 $aNLGGC$b392797186
029 1 $aNZ1$b14306302
029 1 $aNZ1$b1624027
029 1 $aNLNZL$b9916240273502836
035 $a(OCoLC)727703488$z(OCoLC)1038238703
050 00 $aGV1201.38$b.M34 2011
082 04 $a306.4/87$223
049 $aMAIN
100 1 $aMcGonigal, Jane.
245 10 $aReality is broken :$bwhy games make us better and how they can change the world /$cJane McGonigal.
250 $a[Updated ed.].
260 $aNew York :$bPenguin Group,$c2011.
300 $a396 pages :$billustrations ;$c21 cm
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
338 $avolume$bnc$2rdacarrier
500 $a"This edition with a new appendix 2 published in Penguin Books, 2011"--Title page verso.
504 $aIncludes bibliographical references and index.
505 0 $aIntroduction: Reality is broken -- Part 1. Why games make us happy. What exactly is a game? ; The rise of the happiness engineers -- More satisfying work -- Fun failure and better odds of success -- Strong social connectivity -- Becoming a part of something bigger than ourselves -- Part 2. Reinventing reality. The benefits of alternate realities -- Leveling up in life -- Fun with strangers -- Happiness hacking -- Part 3. How very big games can change the world. The engagement economy -- Missions impossible -- Collaboration superpowers -- Saving the real world together -- Conclusion: Reality is better -- Appendix 1: How to play -- Appendix 2: Practical advice for gamers.
520 $aVisionary game designer Jane McGonigal shows how we can harness the power of computer games to solve real-world problems and boost global happiness, since her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges.
590 $bInternet Archive - 2
590 $bInternet Archive 2
650 0 $aComputer games$xSocial aspects.
650 0 $aVideo games$xSocial aspects.
650 7 $aComputer games$xSocial aspects.$2fast$0(OCoLC)fst00872118
650 7 $aVideo games$xSocial aspects.$2fast$0(OCoLC)fst01166440
650 7 $aDatorspel$xsociala aspekter.$2sao
938 $aBrodart$bBROD$n13407465$c$16.00
938 $aBaker and Taylor$bBTCP$nBK0009849180
938 $aYBP Library Services$bYANK$n7192756
994 $a92$bERR
976 $a31927002080155