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Wednesday 13 November 2013

The Game of Life

Millions of people prefer spending time in the virtual gaming world instead of in reality, leading to a great deal of moral debates on the value of games. However, the consequences of games should not be questioned, but rather reality itself. According to McGonigal (2011, p.20), there is something wrong with reality and games should be used to fix it.

In order to do this, there should be a clear understanding of what a game exactly is. Jane McGonigal proposes a definition that does not connect games to a certain medium. Rather, she argues that all games structure experience in a unique way (McGonigal, 2011, p.21). According to McGonigal (2011, p.21), “what defines a game are the goal, the rules, the feedback system, and voluntary participation. Everything else is an effort to reinforce and enhance these four core elements”. In this respect, gaming can be understood as accomplishing unnecessary hard work voluntarily. Doing nothing does not make people happy. Individuals need challenges or diverse kinds of hard work at the right time for the right person (McGonigal, 2011, p.29). This is something that reality cannot offer, but games can. Gaming makes a player experience positive stress and pride and this results in happiness.

To fix reality, parts of games should be included into our daily lives to make it more challenging. This phenomenon is called gamification and relies on the intrinsic motivation of an individual. An example of this is Foursquare, where people can check into locations. The goal is to become major of a certain place, while feedback is received through badges which function as rewards for users. In this way, gamification could also be used to create more engagement in education and organizations.

Nevertheless, this is a too idealistic prospect since problems can arise with the voluntarily aspect. Moreover, the main problem remains the ambiguity of the definition of games. There is disagreement on the term, resulting in the adoption of diverse strategies for solving cultural problems.

Bibliography

McGonigal, J., (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press HC.



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