American - Designer | October 21, 1977 -
Gamers always believe that an epic win is possible and that it's always worth trying, and trying now. Gamers don't sit around.
Jane McGonigal
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Scientists have demonstrated that dramatic, positive changes can occur in our lives as a direct result of facing an extreme challenge - whether it's coping with a serious illness, daring to quit smoking, or dealing with depression. Researchers call this 'post-traumatic growth.'
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For most people, an hour a day playing our favorite games will power up our ability to engage whole-heartedly with difficult challenges, strengthen our relationships with the people we care about most - while still letting us notice when it's time to stop playing in virtual worlds and bring our gamer strengths back to real life.
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I don't want a gamer to feel like they have to commit their whole life to changing the world.
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We've been playing games since humanity had civilization - there is something primal about our desire and our ability to play games. It's so deep-seated that it can bypass latter-day cultural norms and biases.
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There is no problem that doesn't have some underlying need for more optimism, stamina, resilience and collaboration. And games are, I believe, the best platform we have for providing that.
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Game designers are obsessed with emotion. How do we create the emotions that we want gamers to feel, and how can we really make it this intense, emotional experience?
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If you make it a game, gamers will play it no matter what your motivation is in making it.
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When parents or gamers ask me, 'What's the best game to play?' I say that playing face-to-face is more beneficial than playing online.
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When my life is stressful, my favorite game is called 'Pop It,' where you pop balloons and prizes fall out. It's a five-minute game that focuses my mind and gives me extra attention when I'm stressed.
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Surveys of thousands of gamers have shown that they're more likely to play real music if they play a music videogame. So it's an interesting relationship where the games aren't replacing something we do in real life, they're serving as a springboard to a goal we might have in real life, like learning to play an instrument.
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Games that make you feel good about yourself are good games to be playing.
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