Be a Gamer Save The World by Jane Mcgonigal

About this sample

About this sample


Words: 600 |

Page: 1|

3 min read

Published: Mar 20, 2024

Words: 600|Page: 1|3 min read

Published: Mar 20, 2024

Table of contents

  1. Overview of Jane McGonigal's Argument
  2. Gamers as Agents of Change
  3. Real-world Applications of Gaming
  4. Critical Evaluation
  5. Conclusion

Video games have often been criticized for promoting violence, addiction, and social isolation. However, Jane McGonigal, a game designer and author, presents a different perspective in her book "Reality is Broken: Why Games Make Us Better and How They Can Change the World." In this essay, we will explore the main arguments presented by Jane McGonigal and discuss how gamers can make a positive impact on the world.

'Why Violent Video Games Shouldn't Be Banned'?

Overview of Jane McGonigal's Argument

Jane McGonigal argues that playing video games can have a positive impact on individuals and society as a whole. She believes that the engagement and motivation experienced in games can be harnessed to solve real-world problems. McGonigal introduces the concept of "gamification," which involves applying game design principles to non-game contexts such as education, healthcare, and business.

One of the key arguments presented by McGonigal is the idea that gamers possess certain skills and traits that are valuable in the real world. For example, gamers often demonstrate persistence, resilience, collaboration, and problem-solving abilities. These skills can be leveraged to address global challenges such as climate change, poverty, and healthcare.

Gamers as Agents of Change

McGonigal emphasizes that gamers have the potential to make a significant impact on the world. She believes that the collective intelligence and creativity of gamers can be harnessed to tackle complex problems. McGonigal points to examples of online gaming communities coming together to raise funds for charitable causes and to solve scientific puzzles.

Furthermore, McGonigal argues that games provide individuals with a sense of purpose and meaning, which is often lacking in real-world activities. She suggests that by tapping into the intrinsic motivation and engagement that games provide, individuals can be inspired to contribute to meaningful causes and make a difference in the world.

Real-world Applications of Gaming

In her book, McGonigal presents several examples of how gamification has been applied to address real-world challenges. For instance, she discusses the use of online games to crowdsource solutions to scientific problems, such as protein folding and genetic sequencing. Additionally, she highlights the use of game-based learning platforms to enhance educational outcomes and motivate students.

McGonigal also explores the potential of games to promote physical and mental well-being. She discusses the concept of "exergaming," which involves integrating physical exercise with video games to promote fitness. Furthermore, she examines the use of games to improve cognitive abilities, emotional resilience, and social connections.

Critical Evaluation

While McGonigal's arguments are thought-provoking and inspiring, they are not without criticism. Some skeptics argue that the positive effects of gaming may be overstated and that there are potential negative consequences, such as addiction and escapism. Additionally, the application of game design principles to real-world contexts may not always yield the desired outcomes.

It is important to critically evaluate the potential of gaming to address real-world challenges and consider the limitations and ethical implications of gamification. Nonetheless, McGonigal's work has sparked important discussions about the role of gaming in society and the potential for games to be a force for positive change.

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In conclusion, Jane McGonigal's book "Reality is Broken" presents a compelling argument for the positive impact of gaming on individuals and society. She challenges the negative stereotypes associated with gaming and highlights the potential of gamers to make a meaningful contribution to the world. While there are valid criticisms and limitations to be considered, McGonigal's work has opened up new possibilities for harnessing the power of games to address real-world challenges. As we move forward, it is important to continue exploring the potential of gaming as a force for positive change and to critically evaluate the implications of gamification.

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This essay was reviewed by
Dr. Charlotte Jacobson

Cite this Essay

Be a Gamer Save The World by Jane Mcgonigal. (2024, March 20). GradesFixer. Retrieved June 19, 2024, from
“Be a Gamer Save The World by Jane Mcgonigal.” GradesFixer, 20 Mar. 2024,
Be a Gamer Save The World by Jane Mcgonigal. [online]. Available at: <> [Accessed 19 Jun. 2024].
Be a Gamer Save The World by Jane Mcgonigal [Internet]. GradesFixer. 2024 Mar 20 [cited 2024 Jun 19]. Available from:
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