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Reality Is Broken

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Have you ever wondered how so many people can play video games for hours? Or how gamers can connect to people in the “virtual world” and learn life lessons? In the book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World and the article “Becoming Part of Something Bigger Than ourselves” by Jane McGonigal says “the single best way to add meaning to our lives is to connect our daily actions to something bigger than ourselves and the bigger, the better” (446). In 2009, McGonigal’s best video game, SuperBetter, went viral. The popularity from the video game increased gamers to battle health challenges like depression and anxiety. Mcgonigal's video game also increased better communication skills between friends, family, …show more content…

She performs many studies but she has also consulted and developed internal game workshops for more than a dozen Fortune 500 and Global 500 companies. These companies include Intel, Nike, Disney, McDonalds, Accenture, Microsoft, and Nintendo. Before joining IFTF (Institute for the Future), McGonigal taught game design and game theory at UC Berkeley and the San Francisco Art Institute. McGonigal advocates on playing video games like Halo 3, which promotes better communication and motivation for young adults or children who lack confidence in math and in this way, can help them improve on their skills without feeling stupid (Greene and Lindisky 445). McGonigal speaks about having a good positive respond from other players. In fact, she encourages other players on building trust with one another and at the same time, other countries can join in on the conversation and learn from other cultural points of view and how gamers can see their own life from another person’s conversations. The audience can easily make judgements while playing video games and voice concerns about what people find inappropriate behavior through gamers conversations. McGonigal tries to make her books and her Ted Talks a positive perspective for her audience who tend to like games or might have concerns about what types of video games are safe for themselves or for their young

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