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It may have once been true that computer games encouraged us to interact more with machines than with each other. But if you still think of gamers as loners, then you’re not playing games.
Jane McGonigal
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Jane McGonigal
Age: 47
Born: 1977
Born: October 21
Author
Game Designer
Writer
Philadelphia
Pennsylvania
Games
Gamers
True
Gamer
Stills
Loner
Still
Interact
May
Encouraged
Think
Machines
Thinking
Computer
Playing
Loners
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I've been running since high school. My boyfriend was on the track team, and I'd run with him.
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We can boost our immune systems by strengthening our social networks and decreasing stress.
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Growing up, I was prone to anxiety.
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Every game designer should make one explicitly world-changing game. Lawyers do pro bono work, why can't we?
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I see a future in which games once again are explicitly designed to improve quality of life, to prevent suffering, and to create real, widespread happiness.
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When we play a game, we tackle tough challenges with more creativity, more determination, more optimism, and we're more likely to reach out to others for help.
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We've been playing games since humanity had civilization - there is something primal about our desire and our ability to play games. It's so deep-seated that it can bypass latter-day cultural norms and biases.
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My mom is a public school teacher and works with third grade students.
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I worry a lot about people using games just for marketing, to get people to buy more stuff, which I think would be the worst possible use.
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The idea of the 'lone gamer' is really not true anymore. Up to 65 percent of gaming now is social, played either online or in the same room with people we know in real life.
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Game developers know that people have more fun when they're in large groups. They feel more fired up when the challenges are more epic.
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There is so much more knowledge than most people realize about how to maximize the benefits of play and minimize the potential harms.
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I don't want to be a saint I just want to help people.
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Scientists have demonstrated that dramatic, positive changes can occur in our lives as a direct result of facing an extreme challenge - whether it's coping with a serious illness, daring to quit smoking, or dealing with depression. Researchers call this 'post-traumatic growth.'
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If you make it a game, gamers will play it no matter what your motivation is in making it.
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I'm not a fan of simulations. Where, 'Oh, we'll go play a simulation of world peace and figure out how to make peace' and then somehow magically that will get translated into the real world. No, that's not the kind of games that I make.
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There is no problem that doesn't have some underlying need for more optimism, stamina, resilience and collaboration. And games are, I believe, the best platform we have for providing that.
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You need to develop mental habits that allow you to activate the same brain patterns we activate during gameplay.
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Research shows that when we're under stress or facing a major obstacle, we tend to focus on our weaknesses and what we're afraid of.
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Reality is broken and we need to make it work more like a game.
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