Reality is Broken et plus d'un million d'autres livres sont disponibles pour le Kindle d'Amazon. En savoir plus


ou
Identifiez-vous pour activer la commande 1-Click.
ou
en essayant gratuitement Amazon Premium pendant 30 jours. Votre inscription aura lieu lors du passage de la commande. En savoir plus.
Plus de choix
Vous l'avez déjà ? Vendez votre exemplaire ici
Désolé, cet article n'est pas disponible en
Image non disponible pour la
couleur :
Image non disponible

 
Commencez à lire Reality is Broken sur votre Kindle en moins d'une minute.

Vous n'avez pas encore de Kindle ? Achetez-le ici ou téléchargez une application de lecture gratuite.

Reality Is Broken: Why Games Make Us Better and How They Can Change the World [Livre audio] [Anglais] [CD]

Jane McGonigal , Julia Whelan
4.3 étoiles sur 5  Voir tous les commentaires (3 commentaires client)
Prix : EUR 11,41 LIVRAISON GRATUITE En savoir plus.
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
Il ne reste plus que 1 exemplaire(s) en stock (d'autres exemplaires sont en cours d'acheminement).
Expédié et vendu par Amazon. Emballage cadeau disponible.
Voulez-vous le faire livrer le mercredi 23 avril ? Choisissez la livraison en 1 jour ouvré sur votre bon de commande. En savoir plus.

Formats

Prix Amazon Neuf à partir de Occasion à partir de
Format Kindle EUR 7,52  
Relié EUR 20,61  
Broché EUR 12,75  
CD, Livre audio EUR 11,41  

Description de l'ouvrage

1 janvier 2012

We are living in a world full of games.

More than 31 million people in the UK are gamers.

The average young person will spend 10,000 hours gaming by the age of twenty-one.

The future belongs to those who play games.

In this ground-breaking book, visionary game designer Jane McGonigaI challenges conventional thinking and shows that games - far from being simply escapist entertainment - have the potential not only to radically improve our own lives but to change the world.

--Ce texte fait référence à l'édition Broché .

Offres spéciales et liens associés



Descriptions du produit

Revue de presse

"Inspiring and engaging" (Daily Telegraph)

"An intriguing and thought-provoking book" (New Statesman)

"Despite her expertise, McGonigal's book is never overly technical, and as with a good computer game, anyone, regardless of gaming experience, is likely to get sucked in" (New Scientist)

"McGonigal is persuasive and precise in explaining how games can transform our approach to those things we know we should do. McGonigal is also adept at showing how good games expose the alarming insubstantiality of much everyday experience. McGonigal is a passionate advocate... Given the power and the darker potentials of the tools she describes, we must hope that the world is listening" (Tom Chatfield Observer)

"McGonigal brilliantly deconstructs the components of good game design before parlaying them into a recipe for changing the offline, 'real' world'" (Literary Review) --Ce texte fait référence à l'édition Broché .

Quatrième de couverture

We are living in a world full of games.

More than 31 million people in the UK are gamers.

The average young person will spend 10,000 hours gaming by the age of twenty-one.

The future belongs to those who play games.

In this ground-breaking book, visionary game designer Jane McGonigal challenges conventional thinking and shows that games - far from being simply escapist entertainment - have the potential not only to radically improve our own lives but to change the world.

'Inspiring and engaging' Daily Telegraph

'An intriguing and thought-provoking book' New Statesman

'Despite her expertise, McGonigal's book is never overly technical, and as with a good computer game, anyone, regardless of gaming experience, is likely to get sucked in' New Scientist

--Ce texte fait référence à l'édition Broché .

Détails sur le produit

  • CD
  • Editeur : Brilliance Corporation; Édition : Unabridged (1 janvier 2012)
  • Langue : Anglais
  • ISBN-10: 145583291X
  • ISBN-13: 978-1455832910
  • Dimensions du produit: 17,8 x 13 x 3,3 cm
  • Moyenne des commentaires client : 4.3 étoiles sur 5  Voir tous les commentaires (3 commentaires client)
  • Classement des meilleures ventes d'Amazon: 454.232 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
  •  Souhaitez-vous compléter ou améliorer les informations sur ce produit ? Ou faire modifier les images?


En savoir plus sur l'auteur

Découvrez des livres, informez-vous sur les écrivains, lisez des blogs d'auteurs et bien plus encore.

Quels sont les autres articles que les clients achètent après avoir regardé cet article?


Commentaires en ligne 

3 étoiles
0
2 étoiles
0
1 étoiles
0
4.3 étoiles sur 5
4.3 étoiles sur 5
Commentaires client les plus utiles
6 internautes sur 6 ont trouvé ce commentaire utile 
Par Jean-loup Sabatier TOP 500 COMMENTATEURS
Format:Broché
C'est un livre sur les jeux. Il est plus précisément centré sur les jeux vidéos et les jeux Internet, mais 99% des considération s'appliquent (et sont appliquées par l'auteuse) à tous les jeux depuis l'antiquité, en passant par les jeux autour d'une table, et incluant les jeux de rôles. L'auteuse parle depuis son point de vue, celui d'une conceptrice de jeu ayant participé à certains des jeux vidéos les plus créatifs, les plus "story oriented", et les plus novateurs de ces dernières années. Mais ses références partent d'Hérodote (et y retournent à la fin) en passant par des jeux antiques médiévaux et historiques, pour finir par les jeux modernes, et pas seulement les jeux vidéos.

Le propos de l'auteur est que les jeux nous rendent meilleurs, améliorent notre humeur, notre bonheur, nos capacités, nos liens avec les communautés (réelles ou virtuelles), notre créativité, et notre sentiment d'accomplissement et de réalisation.

Elle est très convaincante sur la plupart des sujets (peut-être suis-je un public acquis d'avance?).
Lire la suite ›
Avez-vous trouvé ce commentaire utile ?
5.0 étoiles sur 5 just awesome 31 octobre 2013
Par NoobLad
Format:Broché
My first real book on the subject, i was kinda sceptical at first. But she was able to talk to my gamer spirit and remember me of why i love so much being in front of a game. And next she was explaining why i should turn my whole life as an opportunity to play, even in real world.
Avez-vous trouvé ce commentaire utile ?
4.0 étoiles sur 5 A lire ! 13 avril 2013
Format:Broché|Achat authentifié par Amazon
Un ouvrage très enrichissant et bien écrit, destinés aussi bien aux amateurs des jeux vidéo qu'aux sceptiques. Le livre fourmille d'exemples très précis, une merveille pour la culture G.
Avez-vous trouvé ce commentaire utile ?
Commentaires client les plus utiles sur Amazon.com (beta)
Amazon.com: 4.3 étoiles sur 5  158 commentaires
113 internautes sur 125 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Well written, enthusiastic, overpromised, but great 27 février 2011
Par Mortimer Duke - Publié sur Amazon.com
Format:Relié|Achat authentifié par Amazon
McGonigal has written a fun and readable book. She has found a niche here -- the idea that video games express our best selves -- and her enthusiasm on the subject is downright infectious. I kept thinking that she is one of those people in the center of her social network. One of those people that convinces her friends to get out of the house and try new, quirky, interesting things. She makes life fun by making it a game. It's nearly impossible not to get caught up in her enthusiasm.

There are two sides to this enthusiasm. First of all, she has managed to convince people, on a grand scale, that video games can be a force for good. She has actually gone out and done things to reform the way we think about video games by creating ones that tap the potential to be useful in the world. She and game designers like her may well be a force that sees this grand idea through to the end.

On the other hand, there's a nagging feeling (the devil on my shoulder) that tells me that this idea is overstated and undersupported. The "science" here really doesn't (and couldn't, when it comes down to it) say that the world is better off as a direct result of video games. In short-term laboratory experiments, there are some interesting results. But the comparison groups here are what beg the question -- playing video games makes you more optimistic as compared to what? Because playing a role playing game for a few minutes makes you more confident in talking to the opposite sex immediately afterward does not mean that playing WoW for 22 hours a week is going to jazz up your sex life.

I can't help but think that what McGonigal is talking about is absolutely true for a select group of people -- her included, and perhaps other optimistic and playful individuals who like to treat life as a game -- but is overstated as a panacea for the human race.

In the end, I'm glad to have read the book, and would recommend it as a well-articulated vision of a very interesting idea, one that is certainly worth having a debate over.
36 internautes sur 40 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Perfectly captures the depth of engagement games provide 4 mars 2011
Par Gigawood - Publié sur Amazon.com
Format:Relié|Achat authentifié par Amazon
Having been around computers and games since I was 2, and having played online games from the start when I was 13, I can say that Jane McGonigal's description of the online world today's kids are growing up with is extremely accurate. When I sat down to write what soft skills I've picked up from all my years playing online games, I came up with a rather exhaustive list. It's astounding, regardless of the genre played (FPS, like Halo, MMOs like World of Warcraft).

Why do we find games so engaging, so engrossing? Many schools, businesses and the like are blaming 'addiction' to games for people tuning out. It goes far, far beyond simple 'addiction' (though problems do exist). Jane goes to great lengths to EXPLAIN the concepts of engagement this 'video game addiction' really consists of - and that schools, businesses and the greater community can and SHOULD learn from such an efficient, accessible use of these concepts to improve the quality of life for everyone in society.

This is a must read - particularly for any businessperson, teacher, parent, or gamer in the community.
19 internautes sur 20 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Perspective Likely to Be Helpful for Non-Gamers 8 avril 2013
Par Steve Proctor - Publié sur Amazon.com
Format:Broché
I suspect my reactions to this book may be different than the majority of readers, as I assume most readers will be dedicated gamers or those who is close to someone who is a serious gamer and want to know more about it.*

First the positives about this book.
I appreciate than Jane McGonigal brings a fresh perspective and intelligence to looking at games. She draws from research in a variety of quarters which often are elucidating. For example, despite reading many smart popularized books on behavioral and cognitive brain issues, I hadn't read anything about why teasing (or self-deprecating humor) is an effective way of building camaraderie. And of course, she does a good job building a long and detailed case for what games have to offer. Since that has been discussed in detail in many other reviews, I won't say much about it.

The Negatives
Sometimes I felt there was too much detail, even after a simple point was made. I listened to the audio book, so I can't cite chapter and verse, but one example I remember is that she mentioned something about rock stars and reeled off a long list of stars, finishing with the line "to name a few." Well, actually, you named way more than few. I know this may sound like nitpicking, but it was indicative of an overall sense of wishing she'd make her point and move on more rather than give LOTS of examples. My lack of interest in specifics about particular games may be coming into play. Plus the fact when listening to an audio book, you can't skim effectively. So take that criticism in context to your own interests and form of "reading" this book.

Another issue I had, and one that seems to be a problem with so many books, is that she is so focused on building a case (in this case, how great games are) that she seems unwilling to seriously consider counter arguments. As if entertaining such thoughts would be dangerous to her whole thesis.

The biggest unconsidered argument and I suppose my biggest problem with the book (I'm ready to duck from gamers who are likely to be mad at me), is that she doesn't look at the deep problem of people turning to games because they are disappointed with reality. While I'm very interested in her desire to make human activities more engaging by borrowing from what is engaging about games, she doesn't address that turning to games instead of working on accepting reality is, in the long run, damaging or counter-productive--to improving our long term psycho-spiritual health. Watching lots of TV can feel good too, especially in the short run, but it tends to be a way to escape facing our reality and not moving us toward working on accepting the difficulties of being human--which I believe is the real mission/journey for all of us. I suppose that is the ultimate game.

*Well, I should qualify that I love games, but more of the board or word-games category (THE Book of Word Games is a favorite book) than video games (though I suspect based on a minor Pac-Man addiction I had for a brief while in college, I'd probably get way into them if I tried).
60 internautes sur 72 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Heady philosophical topics packaged in an engrossing, captivating, easy to read book 22 janvier 2011
Par Ralph Loizzo - Publié sur Amazon.com
Format:Relié|Achat authentifié par Amazon
I encourage anyone who is interested in playing games, whether they be board, video, MMORPGs, or alternative reality games in general (ARGS), to read this book.

I have listened to the author speak, and have participated in a few games of her design, and have always been fascinated by her passion for analyzing the effects of games on its participants and society. She is a scientist of the next generation. As our world becomes smaller and our communities larger, we are beginning to see things in a new world view. Whether your particular political leanings are left or right makes no difference, for how we handle these problems are what needs debate.

Dr. Jane McGonigal recognizes the importance of some of these world issues, and creates unique opportunities to explore solutions in a "game-world". By doing so, we tend to be more focused on fixing problems in a communal sense, and we let go of our own personal prejudices and faults in order to work together for individual and community fulfillment.

She is leading her own personal quest to not only reject the notion that gaming is a waste of time, but that we can learn more about ourselves and each other through gaming. She is one of the few voices who will be leading our society for its own betterment, and I can't recommend enough that everyone read this book Reality is Broken.

She pairs a child's curiosity and wonder with the intelligence and discipline of an adult, and captivates you right from the very beginning. I received my hardcover yesterday, and am currently tearing through it. This will be in my personal library forever, as I can see where I'll need to reference her research and ideas time and time again.
8 internautes sur 8 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Brilliant; A Hope for Our Future. 5 mars 2011
Par Eric Lee - Publié sur Amazon.com
Format:Relié|Achat authentifié par Amazon
Bottom line: Jane McGonigal presents an eloquent and insightful analysis of modern gaming trends and of the psychology of gaming and gamers.
The largest and most daring assertion that the author makes is in the third part of her book, entitled "How Very Big Games Can Change the World."

The book's title refers to the broken nature of our motivational understanding of relationships, occupations, and responsibilities in general.
Daniel Pink similarly discusses this broken phenomenon in Drive: The Surprising Truth About What Motivates Us. In the essential psychology of human motivation, Pink notes that "it's best to try to unleash the positive side of the Sawyer Effect by attempting to turn work into play- to increase the task's variety....to make it more like a game."

The future of our families, our communities, and our world will soon be in the hands of generations that are ubiquitously gamers.
This fact has lead to two polar schools of thought on the subject:
1) That this trend will ultimately be the downfall of society. If people migrate from the real to the virtual, society will not be able to endure, and a degradation or collapse is imminent.
2) That this trend is the fervent hope of humanity. As people synthesize learning in the worlds of the real and the virtual, they will engage, coordinate, collaborate, and communicate in ways never before dreamed in the history of man.

The author provides very real, tangible, and quantifiable evidence that the second assertion is not only plausible, but that it is within our grasp today.
This is the information age, and knowledge is power.
McGonigal provides data that demonstrates how gamers are engaging, persisting, and accomplishing in ways that their non-gaming peers are not.

David Edery documents how (Changing the Game: How Video Games Are Transforming the Future of Business (paperback)) corporate America is rapidly beginning to engage this untapped potential. Modern industries are now dynamically attempting to employ real-world game dynamics into their HR programs and their employees' working environments.

Kaplan's GRE 2011 (Kaplan GRE 2011 Premier with CD-ROM (Kaplan Gre Exam Premier Live)) prep program offers their proven methodology in the guide's introductory section entitled "Play the Game."
This critically-acclaimed guide series continues by detailing that "high scorers choose to....think of the test as a game- not an instrument for punishment but an opportunity for reward. And like any game, if you play it enough times, you get really good at it."

McGonical's focus in this work is to provide a "fix" for the broken nature of reality by maximizing the benefits of the engaging aspects of games.
This method of engagement will enhance and improve individual and social lifestyles on a scope that is limited only by human ingenuity and imagination.

A must-read.
Five stars.
Ces commentaires ont-ils été utiles ?   Dites-le-nous
Rechercher des commentaires
Rechercher uniquement parmi les commentaires portant sur ce produit
ARRAY(0xa5b8ccd8)

Discussions entre clients

Le forum concernant ce produit
Discussion Réponses Message le plus récent
Pas de discussions pour l'instant

Posez des questions, partagez votre opinion, gagnez en compréhension
Démarrer une nouvelle discussion
Thème:
Première publication:
Aller s'identifier
 

Rechercher parmi les discussions des clients
Rechercher dans toutes les discussions Amazon
   


Rechercher des articles similaires par rubrique


Commentaires

Souhaitez-vous compléter ou améliorer les informations sur ce produit ? Ou faire modifier les images?