We are living in a world full of games.
More than 31 million people in the UK are gamers.
The average young person will spend 10,000 hours gaming by the age of twenty-one.
The future belongs to those who play games.
In this ground-breaking book, visionary game designer Jane McGonigaI challenges conventional thinking and shows that games - far from being simply escapist entertainment - have the potential not only to radically improve our own lives but to change the world.
Publisher: Vintage Publishing
ISBN: 9780099540281
Number of pages: 416
Weight: 356 g
Dimensions: 197 x 129 x 30 mm
Inspiring and engaging - Daily Telegraph
An intriguing and thought-provoking book - New Statesman
Despite her expertise, McGonigal's book is never overly technical, and as with a good computer game, anyone, regardless of gaming experience, is likely to get sucked in - New Scientist
McGonigal is persuasive and precise in explaining how games can transform our approach to those things we know we should do. McGonigal is also adept at showing how good games expose the alarming insubstantiality of much everyday experience. McGonigal is a passionate advocate... Given the power and the darker potentials of the tools she describes, we must hope that the world is listening - Tom Chatfield, Observer
McGonigal brilliantly deconstructs the components of good game design before parlaying them into a recipe for changing the offline, 'real' world' - Literary Review
I had been interested in reading this book for a long time; an attempt to show that we can improve the real world we all live in by applying lessons learned through the study of how video games affect those that play... More
This is a very interesting read about how video games and play are a crucial part of human existance and how the games industry is slowly changing to allow global problems like climate change to be played out in the... More
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