So why would a reasonably sensible aging person like the writer suddenly start to play computer games? I tried them out after watching grandchildren play them and after reading Jane McGonigal’s more recent book, SuperBetter – just to see what it felt like. Many of things she talks about in Reality is Broken rang true. I feel as though I am engaged in a productive sequence and improving as I go. It’s nice to find success at the beginning – but pretty soon there is an increasing challenge. I confess to going on line a couple of times to get help at certain levels – another benefit is that there can be collaboration – real or virtual. Things get harder to solve the longer I am at it and I need the help.
Compared to work – paid or volunteer – there is real satisfaction in playing. The goal is clear. There are actionable steps to carry out. In life, getting things started in the right way is often a mystery, but game developers sequences things properly. Even when I am up against a brick wall, I still think I can scale it and there is light at the end of the tunnel.
I don’t fall for buying extra turns regularly offered when I fail but come close to success – because they come at a cost – usually a small amount for a single player though I can also spend several dollars. But small amounts for millions of players add up to huge profits for the game company. I sometimes wonder if success after a certain number of failures at a given level are built in – say that success is automatic after 43 failures, for instance – just to make sure that I don’t drop out before becoming really addicted. There are also free rewards constantly offered to keep me onside.
The real difference between the game and real life is a surprising one – failure in the game is actually fun. Getting it wrong in school brings a reprimand or a failing grade. Getting the wrong note while practising the piano hurts both the ears and the ego.. But failing in a game has little negative feeling in comparison – in fact, failing becomes a way of life in the game. It’s designed right into it. Sometimes the graphics make you laugh when you fail. Success is nice too though and it is recognized. In the game illustrated above you hear Beethoven’s Ode to Joy when you get a level right.
So what keeps us going? McGonigal cites Martin Seligman’s notion of flexible optimism and also talks about “emotional stamina” – a concept developed by Raph Koster. As an aside, its nice to know what liberal arts degrees lead to in the 21st century – Koster’s majors were creative writing and poetry leading to his becoming a game designer and theorist. He says its not the not monetary rewards of real world achievement that we enjoy in a game. It’s learning. When we succeed – even after a period of considerable failure – the immediate euphoria fades rather quickly and we even find the game boring.
McGonigal also notes that Seligman’s idea of flexible optimism relates to the notion that a feeling of constant optimism almost becomes manic – followed by depression. By combining success and failure in a game we attain the benefits of both. It’s a virtuous circle that allows us to remain realistic but open to new adventures and possibility.
Moving on with Jane McGonigal’s outline of the benefits of games in Reality is Broken. Kids have always loved games but as I write this it is estimated that about one million people are at it. Why?
McGonigal notes that it is work we choose to do. Play, as she says is hard work with high odds of success. It’s exactly the opposite of depression. The plus side includes positive emotions, engagement and action. There is a lovely video circulating of an austistic teen playing Pokemon Go who has moved away from an agoraphobic fear of going outside and enjoying being there. The small creatures were the initial lure, but it has enriched his experience.
When I was out in a park last night being instructed instructed by my nine year old grandson, I was certainly not the only one playing around. It was a nice change from a few years ago when everyone talked incessantly on their cell phones in public places. It’s fun. It’s also easy to see that any game can become addictive and habitual – but those are human issues – not totally the fault of the game.
Games are a nice contrast to the real work that many of us are obliged to complete. They aren’t boring. Much of the work that others assign – or even those we assign to ourselves don’t optimize our time or talent. Much work is bereft of meaning if we are simply cogs in the wheel of a large enterprise where there is a disconnect between what we are asked to do and its ultimate result.
McGonigal predicted Pokemon Go’s ascendance when Reality is Broken was first published for the right reasons – though we might question it as hard work. But I’m a newbie. An older grandson observes that a friend has the whole collection already with one exception – but he has the missing one – will he trade or reveal this? The dilemma is keeping him busy, Games like Minecraft involve the mental choices and creative thinking. The whole world is action oriented and we are the actors.
McGonigal acknowledges that the idea of flow has been around for a long time and references on my favourite books, Flow, by Mihaly Csikszentmihalyi – and also generously tells us that the surname is pronounced Cheek-sent-me-hi. We experience flow when we are doing something we love – running, painting, playing a musical instrument – when there is no sense of time and a wonderful feeling of euphoria, The right match of game can do this for moments at least.
It’s not money or prestige that drives us to games. It’s something much more intrinsic. We are immersed temporarily in an experience with differing degrees of pleasure or challenge. We aspire to succeed. We don’t mind failing because we are usually learning in the process. We have the sense of being part of something social. I admire the word choices of my competitor in Words with Friends – even though sometimes I’m playing with a robot. The experience means something. We have to delve into what the full benefits are and see whether there are possibilities of transferring some of them back to the real world.
Been away for a spell working on other projects – but picking up a book or two at the local library – because it’s summer – has been really fruitful.
Earlier this year I had the pleasure of hearing Jane McGonigal talk about her book and project, Superbetter – complete with its own mobile app. But I had not read her earlier book and I look forward to exploring it in more depth in the next few days. My own way of summarizing the key points is mapping it so here it is. There is a bigger map version here.
The book was originally written in 2011 and I was curious to see how the gaming industry has expanded on the basis of her guess. It was well above her earlier prediction. So here’s a start on this with more to come.
The title – reality is broken – means that too many people would rather escape to an unreal world which offers more in so many ways. As a game designer, McGonigal sees the potential of moving the satisfaction and learning of the virtual world back to the real one. It’s a great idea.