The Books Interview: Jane McGonigal

The author of <i>Reality Is Broken</i> on making the world better through computer games.

Jane McGonigal is a computer-game designer and researcher at the Institute of the Future in Palo Alto, California. She has just published a book, Reality Is Broken, which details how we can "power up" our real lives using the lessons learned from computer games. You can read my review of the book here.

Why do you think computer games are so important?

There are two things. One is the sheer number of people playing games and the amount of time they are spending on them. There are half a billion people on the planet who spend an hour a day playing games and they are reaching almost 100 per cent of people under 18.

Then there is a staggering amount of research suggesting that the games we play can have a positive impact on our lives. We're not just escaping from life by playing but "powering up" our real lives.

Of all the ways that games make us happy, which is the most valuable?

Eustress -- positive stress, which is physiologically and biochemically the same as negative stress. The adrenalin gets going and the attention is focused, yet when we choose to be in that state, we think of it not as anxiety or pressure but as excitement and motivation. What is really great about this state is that, when you start to tap into those positive emotions, they can spill over into real life.

What is the biggest challenge facing those who want to make the world better through games?

There are people who are very dismissive of games and gamers, who feel that gamers are throwing their lives away. There is a lot of strong emotion around that, which can be hard to break through. And then the crucial thing is to motivate the world's best game designers and developers to spend some of their time working on games that improve our lives and solve real-world problems. I would like to see 10 per cent of a major company's portfolio dedicated to that.

Tell me about game-based learning and the Quest to Learn school in New York.

This is a school that has been designed in collaboration with educational researchers as well as extremely experienced educators and game designers. They wanted to make a school that would tap into the self-motivation and collaboration that games provoke in young people. It wasn't about putting tonnes of technology in the classrooms but about deeply understanding the psychology and the social aspects of gaming.

What about SuperBetter -- an alternate-reality game you designed to help you beat the concussion you'd suffered from a head injury?

There I was, writing about how games channel our positive emotions and build positive relationships better than anything else, and I was feeling more pessimistic and depressed than I had ever been. It was a good opportunity for me to say: "If I really believe this, then a game should help me through this." And seeing how effective that was definitely made me feel more like an evangelist for this kind of game -- because it literally saved my life.

Do you think the focus has moved from computer games to alternate-reality games?

I think there's a balance. More traditional games innovate because they are so focused. They are more engaging, create better cognitive emotion and more co-operation. For alternate-reality games, which have a second goal of improving lives or solving real-world problems, we need to be able to work with the innovation that is happening in the commercial gaming industry in order to achieve those goals.

In Reality Is Broken, you briefly mention those who want to ruin games -- "griefers". Are they a worry?

With every game we've designed [at the Institute for the Future in Palo Alto, California], we have had people show up who are opposed to the idea. They disagree with the goals or they disagree with the idea that gamers can accomplish anything. In our games, you have maybe a dozen griefers at most, in a group of 20,000. The more wholehearted players you have, the harder it is for griefers to get any traction.

What would be a good game to try if you have never played before?

If you want to see a game that's important right now, which over a hundred million people are playing, Facebook's CityVille is a great one. It belongs to a totally new genre -- social games.

Jane McGonigal's Reality Is Broken: Why Games Make Us Better and How They Can Change the World is published by Jonathan Cape (£12.99). You can follow Jane on Twitter here: @avantgame.

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 14 February 2011 issue of the New Statesman, The Middle East

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The Underground Railroad is a novel which offers hope for the very strong of heart

Whitehead’s prize-winning novel of slavery in America is his finest work yet.

30 DOLLARS REWARD will be given to any person who will deliver to me, or confine in any gaol in the state so that I can get her again, a likely yellow NEGRO GIRL 18 years of age who ran away nine months past. She is an artfully lively girl and will, no doubt, attempt to pass as a free person, but has a noticeable scar on her elbow, occasioned by a burn.

 

“Want ads” for runaway slaves serve as section breaks throughout Colson Whitehead’s searing novel The Underground Rail­road, which takes a familiar story – concerning the manifold injustices of American slavery – and brings it to terrible, terrifying new life. Whitehead does so by revealing, in close view, just how brutal and businesslike were efforts to ignore, obscure and destroy the dignity and humanity of so many men and women for so very long.

The novel begins with an auction:

 

Onlookers chewed fresh oysters and hot corn as the auctioneers shouted into the air. The slaves stood naked on the platform. There was a bidding war over a group of Ashanti studs, those Africans of renowned industry and musculature, and the foreman of a limestone quarry bought a bunch of pickaninnies in an astounding bargain.

 

Thereafter we learn that “A young buck from strong tribal stock got customers into a froth”, that “A slave girl squeezing out pups was like a mint, money that bred money”, and that a mother “maintained a reserve of maternal feeling after the loss of her five children – three dead before they could walk and the others sold off when they were old enough to carry water and grab weeds around the great house”.

Finally – and this is still just in the opening pages of the novel – we discover, through the eyes of a young woman named Cora, what happens when any of these persons resists living as purchased property: “She had seen men hung from trees and left for buzzards and crows. Women carved open to the bones with the cat-o’-nine-tails. Bodies alive and dead roasted on pyres. Feet cut off to prevent escape and hands cut off to prevent theft.”

Whether in spite or because of these consequences – and mindful, even haunted by the knowledge, that her mother managed to escape her own bondage – Cora decides to join a fellow slave named Caesar in running away. In Whitehead’s treatment, a metaphor for the secret network of support that helped black slaves reach the free (or at least freer) American north and Canada becomes an actual makeshift train that travels underground, which Cora and Caesar ride across the South. They are in constant peril, relieved by passing periods of respite: sleeping in a bed for the first time, learning to read and write, and even coming into a small amount of money, which, Cora soon discovers, “was new and unpredictable and liked to go where it pleased”.

Throughout their escape, they are pursued by a vicious slave-catcher called Ridgeway, who is motivated by far more than merely financial reward: “Charging through the dark, branches lashing his face, stumps sending him ass over elbow before he got up again. In the chase his blood sang and glowed.” Ridgeway, Cora and their respective others meet throughout the novel, their positions of advantage and opportunity revolving in ways that make for flat-out suspenseful reading. Many others are grievously harmed in the meantime, as they move through a small-town, 19th-century American world of crafty and hypocritical politesse and ritualised violence. The violence is never rendered more awfully than in the festive, Friday-night lynching sessions that take place at a picturesque park which Cora watches from an attic refuge.

The Underground Railroad, awarded the American National Book Award for Fiction last month, is Whitehead’s sixth novel. Following the more playful novel of manners Sag Harbor and Zone One, a zombie romp, it is his most ambitious and accomplished book since the Pulitzer-nominated John Henry Days of 2001. In fact, the lack of literary showiness – vividly presenting the rudely built underground railway and the hard lives of those riding it – makes The Underground Railroad perhaps his finest work. Although the repeated encounters between Cora and Ridgeway across such a sprawling set will strain the credulity of anyone save a diehard Victor Hugo fan, Whitehead is a confident enough writer to let their lines of escape, pursuit and capture braid and break apart again and again, building to an exciting and rending conclusion. It is one that offers hope for the very strong of heart. 

This article first appeared in the 01 December 2016 issue of the New Statesman, Age of outrage