More New and Used
from Private Sellers
Questions About This Book?
Why should I rent this book?
Renting is easy, fast, and cheap! Renting from eCampus.com can save you hundreds of dollars compared to the cost of new or used books each semester. At the end of the semester, simply ship the book back to us with a free UPS shipping label! No need to worry about selling it back.
How do rental returns work?
Returning books is as easy as possible. As your rental due date approaches, we will email you several courtesy reminders. When you are ready to return, you can print a free UPS shipping label from our website at any time. Then, just return the book to your UPS driver or any staffed UPS location. You can even use the same box we shipped it in!
What version or edition is this?
This is the Reprint edition with a publication date of 12/27/2011.
What is included with this book?
- The Used copy of this book is not guaranteed to include any supplemental materials. Typically, only the book itself is included.
- The Rental copy of this book is not guaranteed to include any supplemental materials. You may receive a brand new copy, but typically, only the book itself.
Visionary game designer McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.
World-renowned game designer and futurist Jane McGonigal, PhD. takes play seriously. McGonigal is the Director of Game Research and Development at the Institute for the Future in Palo Alto, California, where she earned Harvard Business Review honors for "Top 20 Breakthrough Ideas of 2008" for her work on the future of games. Her work has been featured in The Economist, Wired, and The New York Times hailed her as one of the 100 most creative people in business. She has been a featured speaker at TED, South by Southwest Interactive, the Game Developers Conference, ETech, and the Web 2.0 Summit, as well as appearing at The New Yorker Conference. Born in Philadelphia in 1977 and raised in New York, Jane now lives in San Francisco with her husband.
Table of Contents
|Introduction: Reality Is Broken||p. 1|
|Why Games Make Us Happy|
|What Exactly Is a Game?||p. 19|
|The Rise of the Happiness Engineers||p. 35|
|More Satisfying Work||p. 52|
|Fun Failure and Better Odds of Success||p. 64|
|Stronger Social Connectivity||p. 77|
|Becoming a Part of Something Bigger Than Ourselves||p. 95|
|The Benefits of Alternate Realities||p. 119|
|Leveling Up in Life||p. 146|
|Fun with Strangers||p. 168|
|Happiness Hacking||p. 183|
|How Very Big Games Can Change the World|
|The Engagement Economy||p. 219|
|Missions Impossible||p. 247|
|Collaboration Superpowers||p. 266|
|Saving the Real World Together||p. 296|
|Conclusion: Reality Is Better||p. 345|
|How to Play||p. 359|
|Practical Advice for Gamers||p. 365|
|Table of Contents provided by Ingram. All Rights Reserved.|