Thursday, January 24, 2013

McGonigal

 McGonigal's The Benefits of Alternate Realities discusses the various ways alternate reality gaming encourages players to improve their lives. The first claim McGonigal makes is that alternate reality games involve "Wholehearted Participation". Wholehearted participation occurs because "compared with games, reality is hard to get into. Games motivate us to participate more fully in whatever we're doing" (McGonigal 124). As a result, players will be more efficient, while having fun at the same time. In order to support this claim, the author cites several examples of alternate reality games that successfully encouraged enthusiastic participation in normally unpleasant tasks. For instance, Chore Wars, which is mentioned at the beginning of Chapter 7, involves competing against other people to complete the highest amount of chores. In reality, people rarely enjoy chores, but Chore Wars turned chores into a desirable experience through the offering of prestige and virtual gold(that can be redeemed in actual reality). Also, McGonigal describes how the innovative school Quest to Learn motivates and nurtures students through games and challenges that actually make learning fun.
 The author's second claim states that alternate reality games give "meaningful rewards when we need them the most" (McGonigal 148). According to McGonigal, "Compared with games reality is pointless and unrewarding. Games help us feel more rewarded for making our best effort" (McGonigal 148). For example, the iPhone game, Jetset, entertains and rewards frequent fliers. The game helps them laugh about their experience rather than stress about it, and it also allows them to collect virtual  souvenirs while moving up in rank. McGonigal explains that this type of reward is more effective than frequent flier miles because players can enjoy it instantly and experience positive emotion.
 McGonigal's third claim is that alternate reality gaming allows "more fun with strangers" because "compared with games reality is lonely and isolating. Games help us band together and create powerful communities from scratch" (McGonigal 172). For example, the Smithsonian Art Museum created the game "Ghost of a Chance" to improve membership experience by more closely connecting members with each other and the museum itself. Players have to collaborate on online forums to create pieces of art that represent the lives of the ghosts supposedly haunting the museum.
 I definitely agree with all three of McGonigal's claims, because I have definitely found that alternate realities are often much more interesting than the real thing. I also believe it's important to continue studying the benefits of these games because, like McGonigal's examples show, alternate reality games can have very positive impacts on players' lives.
      

1 comment:

  1. Hi Alexis. A great response to McGonigal. I always wonder about her claim that "Compared with games reality is pointless and unrewarding." I mean, isn't reality just what it is? I mean, how could it be pointless? But I guess her point is that this is a way of making it more intense and interesting. Fair enough, right! Anyway, I like your emphasis on community. Question: Would you play these games?

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