Reality Is Broken: Why Games Make Us Better and How They Can Change the World

Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal, Jonathan Cape, 320pp, £12.99

Why does a teenage boy who refuses to do his homework spend hours playing Call of Duty? Why do commuters play Angry Birds on their phone, instead of reading the improving books lying unloved in their bag?

These are the questions that Jane McGonigal sets out to answer in Reality Is Broken. Her premise is this -- computer games have been designed and developed to be rewarding and satisfying in a way that life rarely is. "Where, in the real world, is that gamer sense of being fully alive, focused and engaged in every moment?" she asks. "The real world just doesn't offer up as easily the carefully designed pleasures, the thrilling challenges and the powerful social bonding afforded by virtual environments."

So, why not hijack the best aspects of games to make reality better?

But first, we should reflect on why games are so compelling. Unlike school or office work, the tasks they ask us to perform are constantly challenging and complicated by unnecessary obstacles. So: pressing a series of coloured buttons is boring. Pressing a series of coloured buttons in perfect time to a recording of "Sweet Child o' Mine", on the other hand, is the basis for the bestselling Rock Band and Guitar Hero franchises. Forced to operate at the edge of our ability, we are kept engaged and enthused, in a state of what psychologists call "flow".

Games also give constant feedback and they are progressive: fail a level once and there's always the possibility to continue or try again. Reality -- particularly our school testing system -- is much more focused on winning or losing at a specific time on a specific day. This creates a fear of failure that can stop us from trying in the first place.

After establishing why so many of us love games -- in Europe alone, there are 100 million people who play them for at least 13 hours a week -- McGonigal considers what we can learn from them. She presents 14 "fixes" for reality, from encouraging communities to form through shared gameplay to garnering more "epic wins" by taking part in projects on a grand scale.

As such, the key to happiness is not to play more Grand Theft Auto or Fruit Ninja but to approach our lives in a gameful way. Take Chore Wars, an alternative reality game designed to get flatmates to do more housework. Together the players draw up a list of chores and put it on to an online database. You then win points and rewards -- such as who gets control of the TV remote -- by completing the tasks. What makes it gameful, however, is that you choose which chore to do at a given moment from a large pool and you add in those unnecessary obstacles. There are double points if you put the laundry away in under five minutes, say, or if you empty the bins without anyone seeing you. "Even if household interest in the game dies down after a few weeks or months," writes McGonigal, "a major feat has been accomplished: players have had a rather memorable, positive experience of doing chores together."

A more sustainable approach to gameful living is provided by Quest to Learn, a New York City school that opened in 2009. It teaches a standard curriculum but the children approach their learning as they would a computer game. Instead of getting grades from a single test, students "level up", earning points towards a higher goal, such as becoming a Master Storyteller. In class tasks, they are encouraged to work in teams, each performing a different role that plays to his or her strength: historian, designer, architect. There are also optional quests hidden in the fabric of the school building -- a code-cracking maths assignment tucked away in a library book, for instance.

Reality Is Broken is peppered with examples of this sort and McGonigal and other "happiness hackers" can't be accused of peddling pie-in-the-sky wish-lists. It is an intensely optimistic book. Clearly she believes that if human beings can come together to form a raiding party in World of Warcraft, they can collaborate on saving their local library, or brainstorming strategies for a future without oil.

Yet this optimism leads to the book's only significant flaw: it takes little account of the innate resistance that many people have to the notion of games being anything other than the time-wasting obsession of socially awkward saddos. Neither does the author address the problem of "griefers" -- the disruptive few who won't play nicely with others, or who reduce any creative task to the lowest common denominator. At one point, she approvingly mentions the world of Spore, a game for PCs that allows players to evolve their own creatures from a single cell to a space-faring race, and to bring them into a virtual universe shared with others. She does not mention the "penis monster" meme, which led to thousands of creatures being designed to resemble phalluses. Similarly, The Sims Online had trouble in 2005 after one user set up a "virtual brothel".

Overall, however, this is an intriguing and thought-provoking book. And if the worst thing you can say about McGonigal's vision of the future is that she underestimates the human race's obsession with sex and fondness for puerile humour, that's pretty good.

Helen Lewis-Hasteley is an assistant editor of the New Statesman

Helen Lewis is deputy editor of the New Statesman. She has presented BBC Radio 4’s Week in Westminster and is a regular panellist on BBC1’s Sunday Politics.

This article first appeared in the 07 February 2011 issue of the New Statesman, The New Arab Revolt

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The non-fiction novel that takes readers inside the head of Raoul Moat

Andrew Hankinson’s depiction of Moat’s unravelling is being marketed as biography/true crime, but its semi-fictional world is something more complex.

In July 2010, just weeks after becoming Prime Minister, David Cameron expanded upon his vision for the “Big Society” that he had first unveiled at the 2009 party conference. It promised a “big advance for people power”, in which individuals would be responsible for their actions. “To be British is to be sceptical of authority and the powers that be,” he told conference. “There is a ‘we’ in politics, and not just a ‘me’.”

That same month, just two days after being released from HMP Durham for the assault of a child, the self-employed gardener and former doorman Raoul Moat shot and injured his ex-girlfriend Samantha Stobbart and killed her boyfriend Chris Brown, who he wrongly believed to be a policeman. Moat went on the run, shooting a policeman at point-blank range, then fleeing to the rural Northumberland town of Rothbury. For a week, the story of this exotically named, delusional man who left behind a wealth of material, including letters and four-hour-long Dictaphone recordings, was given joint top billing with Cameron’s “Big Society” – soon to be as dead and buried as Moat, who, cornered by police after a seven-day hunt, killed himself.

The journalist Andrew Hankinson’s depiction of Moat’s unravelling is being marketed as biography/true crime, yet really is a non-fiction novel, in which writer and reader squat inside a mind that moves from irrational anger and self-pity to despondency. Moat’s is a solipsistic narration, in which he is the perennial victim – of circumstance, enemies, authoritarian bureaucracy, police harassment and past lovers. There is little room here for the outside world. Like most outlaws, Moat believed that everyone had failed him. “All my life I wanted death,” he laments.

The real-life Moat story, however, was more than that of a lone fugitive. It was also about rolling news coverage and Facebook groups, some of which celebrated Moat as a Ned Kelly-type folk hero – a “#ledge”. When Cameron denounced him in parliament he inadvertently elevated Moat to a clearer anti-authoritarian position: the antithesis of a “Big Society” citizen, in fact. It is also the story of the Northumbria Police force, which did its very best to show that it had everything under control when it really didn’t.

And, bringing an element of farce to a tragedy, it featured the subplot of a thoroughly leathered Paul Gascoigne – the most exciting and idiosyncratic footballer of his generation – tearing through the countryside in a taxi with a fishing rod, a dressing gown and a rotisserie chicken in an attempt to bring a sense of calm to the situation. “All I want to do is shout, ‘Moaty, it’s  Gazza! Where are you?’” he explained en route during a live radio phone-in. “And I guarantee he will shout his name out: ‘I’m here.’” Gascoigne’s pantomime intervention added to the chaos: now another disenfranchised northern male was running amok. The parallels were evident: Gazza’s career had been beset by injury and alcoholism, Moat’s bodybuilder’s physique was no longer in prime condition after weight loss in prison. Both were separated from their families and prone to self-examination. Onlookers knew it could quite easily have been Gazza holed up in those woods.

Other exponents of the non-fiction novel such as Norman Mailer and Gordon Burn would surely have put all this in, yet Hankinson chooses not to cover any of the peripheral subplots, instead using a second-person narrative to burrow deep into Moat’s paranoia, sourcing all his text from real material. This narrative sacrifice in favour of a singular voice gives the book thrust and authenticity of voice, and manages to show the nuances of a man who was articulate and often capable, and had reached out to social services on many occasions for help. None of which excuses Moat’s action – but it does explain his choices. Where the tabloids favoured the simplicity of the textbook “cold-blooded killer”, Hankinson’s portrait lets the reader make his or her own judgement. Clearly Moat was a bully, and yet he was not born that way. Few are. “There’ll be books written about all this, and you’ll be made out to be some crazed fucking maniac,” he says to himself, with both foresight and grim resignation.

Elsewhere the semi-fictional Moat brushes over past transgressions and labours over the tiniest slights in such repetitive, droning detail that the reader’s sympathy soon wanes. The book’s strength lies in the real-life Moat’s keenness to confess – to be heard, finally, beyond death – through these nocturnal monologues, recorded in his tent after yet another meal of charred burgers. From these remnants, Hankinson deftly assembles the man’s inner workings, lending credibility to his portrait while, beyond the myopic commentary, we know, although we don’t see it, that the outside world is closing in. Critics might ask: why give voice to a loser? Perhaps because in the right hands any real-life story is worth telling, and history should never just record the heroes and victors. The losers play their part, too.

Ben Myers’s novel “Beastings” recently won the Portico Prize for Literature

You Could Do Something Amazing With Your Life [You Are Raoul Moat] by Andrew Hankinson is published by Scribe (211pp, £12.99)

Ben Myers’ novels include Pig Iron and Richard, a Sunday Times book of the year. His writing has appeared in The Guardian, NME, Mojo, Time Out, 3:AM Magazine, Caught By The River and many others. www.benmyersmanofletters.blogspot.com

This article first appeared in the 05 February 2015 issue of the New Statesman, Putin's war