Reality Is Broken: Why Games Make Us Better and How They Can Change the World
By J. McGonigal. 2011
2,786 citations recorded by the source corpus.
Subfields: Experimental and Cognitive Psychology
View Paper: https://www.semanticscholar.org/paper/611a9a32cf8fa7c7fbb65acf7d15bfb704f11876
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Experimental and Cognitive Psychology
- Juho Hamari
- Jesse Fox
- Nikki S. Rickard
- Debra Rickwood
- D. Bakker
- Nikolaos Kazantzis
- J. Lilius
- Feifei Xu
Citations in the corpus
- Gamification: A cognitive-emotional view (2018, background): “Both practitioner and academic literature on gamification assume positive affect as “good” and negative affect as “bad” (e.g., McGonigal, 2011; Mollick & Rothbard, 2014).”
- Does educational gamification improve students’ motivation? If so, which game elements work best? (2018, background): “While millions of people freely engage in games for recreation (McGonigal, 2011), schools experience disengagement, cheating, learned helplessness, and dropping out (Lee & Hammer, 2011).”
- Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments (2016, positive): “Gamification is also based on the principle that making something goal oriented can increase the positive feelings associated with it and drive intrinsic motivation [232].”
- The Digital Workforce and the Workplace of the Future (2016, background): “Of course, it is key to remember that games are designed to present players with optimal challenges, matched to their skill level (McGonigal, 2011).”
- Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2016, background): “As McGonigal (2011) observed: “In a good computer or video game you're always playing on the very edge of your skill level, always on the brink of falling off.”
- Serious games and the gamification of tourism (2017, background): “Researchers consider those serious games as ‘alternative reality games’ (McGonigal, 2011) due to fact that reality has been added into the fantasy world (Seaborn & Fels, 2015).”
- Gamification and student motivation (2016, background): “Games provoke powerful emotional responses, such as curiosity, frustration and joy (McGonigal, 2011).”
- Gamification in Education: What, How, Why Bother? (2011, background): “They provide many positive emotional experiences, such as optimism and pride (McGonigal, 2011).”
- Gamification. using game-design elements in non-gaming contexts (2011, positive): “At the same time, gamification has caught the interest of researchers as a potential means to create engaging workplaces [16] or facilitate mass-collaboration [11].”
- Demographic differences in perceived benefits from gamification (2014, background): “The expansion of the game industry and the increased competition within the field has also led to two parallel developments: (1) using game design as marketing (Hamari & Lehdonvirta, 2010) and (2) gamification – going beyond what traditionally are regarded as games and implementing game design there”
- Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems (2017, background): “In fact, many objects and mechanics find use in non-game contexts, such as loyalty programs, classrooms, and online communities (McGonigal 2011).”
- The benefits of playing video games. (2014, background): “It has further been suggested that some of the most intense positive emotional experiences are triggered in the context of playing video games (McGonigal, 2011).”
- Measuring flow in gamification: Dispositional Flow Scale-2 (2014, background): “…as ‘‘gamification’’ (Deterding, Dixon, Khaled, & Nacke, 2011; Hamari, 2013; Hamari, Huotari, & Tolvanen, 2014; Hamari & Lehdonvirta, 2010; Huotari & Hamari, 2012; McGonigal, 2011), which refers to computers/technology being used to affect people’s motivations and behavior through game-like systems.”
- The effect of gamification on motivation and engagement (2018, background): “McGonigal (2011) discussed the essential role 64 IJILT 35,1 of fun historically in the human experience.”
- Scoundrels or Stars? Theory and Evidence on the Quality of Workers in Online Labor Markets (2017, background): “…old and has been playing games for 12 years; and 61 percent of surveyed CEOs, CFOs, and other senior executives say they take daily game breaks at work (McGonigal 2011, p. 11). than undergraduates on a task that measures cognitive effort, while Crump et al. (2013) find that online workers perform…”
- Recovery at Work: Understanding the Restorative Side of “Depleting” Client Interactions (2012, background): “Emerging research suggests that even highly challenging, cognitively effortful activities can be experienced as energizing if they also provide a sense of progress (Amabile & Kramer, 2011) or victory (McGonigal, 2011).”