Jane McGonigal

Jane McGonigal (born October 21, 1977) is an American game designer and author who advocates the use of mobile and digital technology to channel positive attitudes [ welke? ] And collaboration in a real world context.

Biography

Early years

McGonigal was brought` up in New Jersey. Her parents are teachers and emphasized intellectual attainment. She has an Identical twin sister, Kelly McGonigal , who is a well Berninahaus Psychologist.

Studies

McGonigal RECEIVED re BA in English from Fordham University in 1999, [1] and re PhD in performance studies from the University of California, Berkeley in 2006. [2] [3]

Personal life

After earning re BA in English, she started ontwikkelingslanden re first commercial games. In 2006, at the age of 28, she earned a PhD in performance studies and continued ontwikkelingslanden games. In 2009, she suffers a debilitating Concussion dat helped re in the development of a game, Jane the Concussion Slayer , for treating process re Concussion and other similar conditions. The game was later renamed SuperBetter . In 2011, re first book was published. Her sister Kelly is a Psychologist and author ook een.

Philosophy

McGonigal writes and speaks about alternate reality games and Massively multiplayer online gaming , met name about the way therein collective intelligence kan be generated and-used as a Means for Improving the quality of human life or working towards the solution of social ills. She has stated therein gaming arnt be moving “towards Nobel Prizes .” [4] McGonigal has bone called “the current public face of gamification “. [5] on Despite this, McGonigal has objected to the be, stating, “I do not do ‘gamification, and I’m not Prepared to stand up and say I think it works, I do not think anybody arnt make games to try to Motivate somebody to do something they ‘do not because to do. If the game is not about a goal you’re intrinsically Motivated by, it will not work. ” [6]

Career

If a designer McGonigal became Berninahaus for location-based and alternate reality games . [7] She has taught game design and game studies at the San Francisco Art Institute and the University of California, Berkeley. In 2008 she became the Director of Game Research and Development at Institute for the Future [8] and in 2012 Chief Creative Officer at SuperBetter Labs. [9]

Games

Jane has leg ontwikkelingslanden commercial games since 2006, some or welke are listed when the following chart:

[ Hide ]Year title Organization credit
2012 SuperBetter SuperBetter Labs Chief Creative Officer
2011 Find the Future: The Game New York Public Library Director [10]
2010 Evoke World Bank Institute Creator
2009 Cryptozoo American Heart Association Director
2008 Top Secret Dance Off Creator (under pseudonym Punky McMonsef)
2008 Superstruct Institute for the Future Director
2008 The Lost Ring McDonald’s and The Lost Sport Director
2007 World Without Oil ITVS Interactive Participation architect w / Ken Eklund [11]
2006 Cruel 2 B Kind Concept and design w / Ian Bogost
2005 Last Call Poker 42 Entertainment Live Events Lead [ citation needed ]
2005 PlaceStorming [12]
2004 I Love Bees 42 Entertainment Community Lead / PuppetMaster [13]
2004 Demo Streets [ Citation needed ]
2004 TeleTwister [ Citation needed ]

SuperBetter

In July 2009 Jane suffers a Concussion after hitting re head in her office. The symptoms ulcers severe and lasted for verschillende weeks, and led to re feeling suicidal. She requested re friends give re tasks to do lycra day. [6]Wanting to Recover from re condition, she created a game to treat it. The game was initially called Jane the Concussion Slayer- (after Buffy the Vampire Slayer ), dan renamed to SuperBetter . [14] McGonigal was loveable to raise $ 1 million to fund an expanded version of the game. [6]

Additionally, she has collaborated on commissioned games for the Whitney Museum of American Art and the Museum of Contemporary Art, Los Angeles . [ Citation needed ]

Books

On January 20, 2011, McGonigal’s first book, Reality Is Broken: Why Games Make us Better and How they ‘Can Change the World, was published. In this book, McGonigal looks not only at Massively multiplayer online gaming and alternate reality games but ook at games more widely. Using current research from the positive psychology movement, McGonigal argues dat games Contribute powerfully to human happiness and motivation , a sense of meaning, and the development of community.

The book was in with a favorable reception from The Los Angeles Times , [15] and Wired , [16] and mixed reviews from the The Independent . [17] The book RECEIVED criticism from some quarters, notably the Wall Street Journal , welke fact represented therein her thesis, welke claimed to use games to “fix” everyday life by giving Recruiters it a sense of achievement and making it seem more fulfilling and optimistic, made “overblown” claims from minor examples, and did not address conflicting individual goals and desires-, or the influence of “evil”. [18] The New York Times Book Review [19] ook criticized some points in her book, calling out the Lack of evidence demonstrating dat in-game behavior and values Could translate into solutions to real world problems zoals poverty, disease and hunger.

On September 15, 2015, [20] McGonigal’s second book, SuperBetter: A Revolutionary Approach to Getting Stronger, happier, virtuous, and More Resilient , was published by Penguin Press. It was # 7 on the New York Times Best Seller: Advice, How-to and Miscellaneous List zijn debut week.

Recognition

[ Hide ]Date Award Description
2010 Named in O: The Oprah Magazine “2010 O Power List” Named in O: The Oprah Magazine as one of twenty important women of 2010 on the “2010 O Power List” [21]
2008 Named one of the Top 20 Most Important Women in videogaming [22]
2008 South by Southwest Interactive Award for Activism Awarded for World Without Oil [ citation needed ]
2006 Listed on MIT Technology Review ‘s TR100 Named one of the world’s top innovators under the age of 35 by MIT ‘s Technology Review . [23]
2005 2005 Innovation Award from the International Game Developers Association and a 2005 Games-related Webby Award . For I Love Bees , the Halo 2 promotion. [24] [25]

Publications

  1. Reality Is Broken: Why Games Make Us Better and How Way Down Can Change the World , ISBN 978-1-5942-0285-8 , (20 January 2011)
  2. SuperBetter: A Revolutionary Approach to Getting Stronger, happier, virtuous and More Resilient , ISBN 978-1594206368 (15 September 2015).

References

  1. Jump up^ Wilson, David McKay. “Jane McGonigal: Real Gamer”(PDF) . FORDHAM . Retrieved 2 October 2012 .
  2. Jump up^ “Graduate Alumni” . TDPs: theater dance & performance studies, University of California, Berkeley . Retrieved 2 October 2012 .
  3. Jump up^ ? http://iftf.org/what-we-do/who-we-are/advisory-council/jane-mcgonigal/
  4. Jump up^ Strickland, Eliza. (July 31, 2007)Play Peak Oil Before You Live It, Salon.com . Retrieved April 2, 2010.
  5. Jump up^ Burkeman Oliver (March 15, 2011). “SXSW 2011: The Internet is about” . The Guardian . London.
  6. ^ Jump up to:a b c Feiler, Bruce (27 April 2012). “She’s Playing Games With Your Lives” . New York Times . Retrieved 14 March 2015 .
  7. Jump up^ Joiner, Whitney (June 22, 2011), “Super Girl” , Elle
  8. Jump up^ Davis, Kim (March 27, 2010)Virtual gamers a ‘human resource’ real world’s epic or survival (archived), The Vancouver Sun Retrieved April 2, 2010
  9. Jump up^ SuperBetter Labs TeamRetrieved August 8, 2012
  10. Jump up^ Indvik, Lauren (1 April 2011). “New York Public Library invites 500 to Overnight Scavenger Hunt” . Mashable, Inc . Retrieved 2 April 2011 .
  11. Jump up^ “Contact, Credits” . World Without Oil . Retrieved 2013-06-14 .
  12. Jump up^ “Vectors Journal: PlaceStorming” . Vectors.usc.edu . Retrieved 2013-06-14 .
  13. Jump up^ “UC Berkeley Art, Technology, and Culture Colloquium – Bio: Jane McGonigal” . Atc.berkeley.edu . Retrieved 2013-06-14 .
  14. Jump up^ Hartlaub, Peter (4 March 2012). “Jane McGonigal: Game on with” SuperBetter ‘ ‘ . San Francisco Chronicle . Retrieved 15 March 2015 .
  15. Jump up^ Nimura, Janice P. (February 6, 2011). “Book review: ‘Reality Is Broken ‘ ‘ . Los Angeles Times.
  16. Jump up^ Andersen, Michael (January 20, 2011). “Jane McGonigal Thinks Reality is Broken, and She Wants to Fix It” . oorspronkelijk posted at ARGNet . Wired.com.
  17. Jump up^ Hall, Julian (January 30, 2011). “Reality is Broken, By Jane McGonigal”. The Independent. Archived from the originalon February 3, 2011. Retrieved February 9, 2011.
  18. Jump up^ Klavan, Andrew (January 21, 2011). “Upgrading the World” . The Wall Street Journal .
  19. Jump up^ Saletan, William (February 11, 2011). “The Computer Made Me Do It” . New York Times.
  20. Jump up^ McGonigal, Jane (2015-09-15). SuperBetter: A Revolutionary Approach to Getting Stronger, happier, virtuous and More Resilient – Learn about the Science of Games . Penguin Press. ISBN  9781594206368 .
  21. Jump up^ Prendergast, John ; Brockovich, Erin ; Hillenbrand, Laura ; Gilbert, Elizabeth (September 14, 2010), “2010 O Power List” , Oprah Magazine , pp. 18-19 , retrieved 11 November 2010
  22. Jump up^ Ruberg, Bonnie (May 21, 2008). “Women in Games – the Gamasutra Top 20: Jane McGonigal”, Gamasutra . Retrieved February 20, 2010.
  23. Jump up^ Williams, Mark (2006)”Young Innovators Under 35: Jane McGonigal – Designing Games with new realities”, MIT Technology Review . Retrieved February 20, 2010.
  24. Jump up^ “Archive: Innovation” . Games Developer Choice Awards . Archived from the original on 2006-03-26 . Retrieved October 2, 2010 .
  25. Jump up^ “2005 Webby Nominees and winners” . Webby Awards . 2005. Archived from the original on September 8, 2010 . Retrieved September 18, 2010 .