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Reality Is Broken a

Why Games Make Us Better

and How They Can Change the World

E J A N E M c G O N I G A L

T H E P E N G U I N P R E S S

New York

2011

A D VA N C E P R A I S E F O R

Reality Is Broken

“Forget everything you know, or think you know, about online gaming. Like a blast of fresh air, Reality Is Broken blows away the tired stereotypes and reminds us that the human instinct to play can be harnessed for the greater good. With a stirring blend of energy, wisdom, and idealism, Jane McGonigal shows us how to start saving the world one game at a time.”

—Carl Honoré, author of In Praise of Slowness and Under Pressure

“Reality Is Broken is the most eye-opening book I read this year. With awe-inspiring ex­ pertise, clarity of thought, and engrossing writing style, Jane McGonigal cleanly exploded every misconception I’ve ever had about games and gaming. If you thought that games are for kids, that games are squandered time, or that games are dangerously isolating, addictive, unproductive, and escapist, you are in for a giant surprise!”

—Sonja Lyubomirsky, Ph.D., professor of psychology at the University of California, Riverside,

and author of The How of Happiness: A Scientific Approach to Getting the Life You Want

“Reality Is Broken will both stimulate your brain and stir your soul. Once you read this remarkable book, you’ll never look at games—or yourself—quite the same way.”

—Daniel H. Pink, author of Drive and A Whole New Mind

“The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. Think learning about Halo can’t help your life or your company? Think again.”

—Timothy Ferriss, author of the #1 New York Times

bestseller The 4-Hour Workweek

“Jane McGonigal’s uncanny vision and snappy writing give all of us a plausible glimpse of a positive human future, and of how gaming—of all things—will take us there.”

—Martin Seligman, author of Flourish and Authentic Happiness

“The world has no shortage of creative people with interesting ideas. What it lacks is people who can apply them in ways that really make a difference, and inspire others to do the same. Jane McGonigal is the rare person who delivers on both. Once you start thinking about games as ‘happiness engines,’ and the ways that our lives, our schools, our businesses, and our communities can become more ‘gameful’—more fulfilling, more engaging, and more productive—you’ll see possibilities for changing the real world that you’d never imagined.”

—Tony Hsieh, author of the #1 New York Times bestseller

Delivering Happiness and CEO of Zappos.com, Inc.

“Jane McGonigal’s work has helped define a new medium, one that blends reality and fantasy and puts the lie to the idea that there is such a thing as ‘fiction’—we live every story we experience and we become every game we play. Her insights in Reality Is Broken have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.”

—Cory Doctorow, author of Little Brother and coeditor of Boing Boing

“Jane McGonigal’s groundbreaking research offers a surprising solution to how we can build stronger communities and collaborate at extreme scales: by playing bigger and better games. And no one knows more about how to design world-changing games than McGonigal. Reality Is Broken is essential reading for anyone who wants to play a hand in inventing a better future.”

—Jimmy Wales, founder of Wikipedia

“Wonder why we love games? McGonigal has written the best take yet on the deep joys of play—and how to use that force for good. Reality Is Broken is a rare beast: a book that’s both philosophically rich and completely practical. It will change the way you see the world.”

—Clive Thompson, contributing writer for

The New York Times Magazine and Wired

Reality Is Broken

Reality Is Broken a

Why Games Make Us Better

and How They Can Change the World

E J A N E M c G O N I G A L

T H E P E N G U I N P R E S S

New York

2011

THE PENGUIN PRESS Published by the Penguin Group Penguin Group (USA) Inc., 375 Hudson Street, New York, New York 10014, U.S.A. • Penguin Group (Canada), 90 Eglinton Avenue East, Suite 700, Toronto, Ontario, Canada M4P 2Y3 (a division of Pearson Penguin Canada Inc.) • Penguin Books Ltd, 80 Strand, London WC2R 0RL, England • Penguin Ireland, 25 St. Stephen’s Green, Dublin 2, Ireland (a division of Penguin Books Ltd) • Penguin Books Australia Ltd, 250 Camberwell Road, Camberwell, Victoria 3124, Australia (a division of Pearson Australia Group Pty Ltd) • Penguin Books India Pvt Ltd, 11 Community Centre, Panchsheel Park, New Delhi – 110 017, India • Penguin Group (NZ), 67 Apollo Drive, Rosedale, North Shore 0632, New Zealand (a division of Pearson New Zealand Ltd) • Penguin Books (South Africa) (Pty) Ltd, 24 Sturdee Avenue, Rosebank, Johannesburg 2196, South Africa

Penguin Books Ltd, Registered Offices: 80 Strand, London WC2R 0RL, England

First published in 2011 by The Penguin Press, a member of Penguin Group (USA) Inc.

Copyright © Jane McGonigal, 2011 All rights reserved

Excerpt from The Grasshopper: Games, Life and Utopia by Bernard Suits. Reprinted by permission of Broadview Press.

library of congress cataloging in publication data

McGonigal, Jane. Reality is broken : why games make us better and how they can change the world / Jane McGonigal. p. cm. Includes bibliographical references and index. ISBN 1-101-46715-0 1. Games--Social aspects. I. Title. GV1201.38.M34 2011 306.4’87--dc22

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for my husband, Kiyash,

who is better at every game than I am,

except for Werewolf

It is games that give us something to do when there is

nothing to do. We thus call games “pastimes” and regard

them as trifling fillers of the interstices of our lives. But

they are much more important than that. They are clues

to the future. And their serious cultivation now is perhaps

our only salvation.

—bernard suits , philosopher1

Contents

Introduction: Reality Is Broken 1

PA R T O N E

Why Games Make Us Happy

1. What Exactly Is a Game? 19

2. The Rise of the Happiness Engineers 35

3. More Satisfying Work 52

4. Fun Failure and Better Odds of Success 64

5. Stronger Social Connectivity 77

6. Becoming a Part of Something Bigger Than Ourselves 95

PA R T T W O

Reinventing Reality

7. The Benefits of Alternate Realities 119

8. Leveling Up in Life 146

9. Fun with Strangers 168

10. Happiness Hacking 183

PA R T T H R E E

How Very Big Games Can Change the World

11. The Engagement Economy 219

12. Missions Impossible 247

13. Collaboration Superpowers 266

14. Saving the Real World Together 296

Conclusion: Reality Is Better 345

Acknowledgments 355

Appendix: How to Play 358

Notes 364

Index 379

I N T R O D U C T I O N

Reality Is Broken

Anyone who sees a hurricane coming should warn others.

I see a hurricane coming.

Over the next generation or two, ever larger numbers of

people, hundreds of millions, will become immersed in vir­

tual worlds and online games. While we are playing, things

we used to do on the outside, in “reality,” won’t be happen­

ing anymore, or won’t be happening in the same way. You

can’t pull millions of person-hours out of a society with­

out creating an atmospheric-level event.

If it happens in a generation, I think the twenty-first

century will see a social cataclysm larger than that caused

by cars, radios, and TV, combined. . . . The exodus of these

people from the real world, from our normal daily life, will

create a change in social climate that makes global warm­

ing look like a tempest in a teacup.

—edward castronova,

Exodus to the Virtual World1

G amers have had enough of reality. They are abandoning it in droves—a few hours here, an entire weekend there, sometimes every spare minute of every day for stretches at a time—in favor of simulated environments and online games. Maybe you

are one of these gamers. If not, then you definitely know some of them.

Who are they? They are the nine-to-fivers who come home and apply all

of the smarts and talents that are underutilized at work to plan and coordinate

complex raids and quests in massively multiplayer online games like Final

Fantasy XI and the Lineage worlds. They’re the music lovers who have in­

vested hundreds of dollars on plastic Rock Band and Guitar Hero instruments

and spent night after night rehearsing, in order to become virtuosos of video

game performance.

They’re the World of Warcraft fans who are so intent on mastering the

challenges of their favorite game that, collectively, they’ve written a quarter

of a million wiki articles on the WoWWiki—creating the single largest wiki

after Wikipedia. They’re the Brain Age and Mario Kart players who take hand­

held game consoles everywhere they go, sneaking in short puzzles, races, and

minigames as often as possible, and as a result nearly eliminating mental

downtime from their lives.

They’re the United States troops stationed overseas who dedicate so many

hours a week to burnishing their Halo 3 in-game service record that earning

virtual combat medals is widely known as the most popular activity for off-duty

soldiers. They’re the young adults in China who have spent so much play

money, or “QQ coins,” on magical swords and other powerful game objects

that the People’s Bank of China intervened to prevent the devaluation of the

yuan, China’s real-world currency.2

Most of all, they’re the kids and teenagers worldwide who would rather

spend hours in front of just about any computer game or video game than do

anything else.

These gamers aren’t rejecting reality entirely. They have jobs, goals, school­

Reality Is Broken | 3

work, families, commitments, and real lives that they care about. But as they

devote more and more of their free time to game worlds, the real world in­

creasingly feels like it’s missing something.

Gamers want to know: Where, in the real world, is that gamer sense of being

fully alive, focused, and engaged in every moment? Where is the gamer feeling

of power, heroic purpose, and community? Where are the bursts of exhilarat­

ing and creative game accomplishment? Where is the heart-expanding thrill

of success and team victory? While gamers may experience these pleasures

occasionally in their real lives, they experience them almost constantly when

they’re playing their favorite games.

The real world just doesn’t offer up as easily the carefully designed plea­

sures, the thrilling challenges, and the powerful social bonding afforded by

virtual environments. Reality doesn’t motivate us as effectively. Reality isn’t

engineered to maximize our potential. Reality wasn’t designed from the bot-

tom up to make us happy.

And so, there is a growing perception in the gaming community:

Reality, compared to games, is broken.

In fact, it is more than a perception. It’s a phenomenon. Economist Edward

Castronova calls it a “mass exodus” to game spaces, and you can see it already

happening in the numbers. Hundreds of millions of people worldwide are

opting out of reality for larger and larger chunks of time. In the United States

alone, there are 183 million active gamers (individuals who, in surveys, re­

port that they play computer or video games “regularly”—on average, thirteen

hours a week).3 Globally, the online gamer community—including console,

PC, and mobile phone gaming—counts more than 4 million gamers in the

Middle East, 10 million in Russia, 105 million in India, 10 million in Viet­

nam, 10 million in Mexico, 13 million in Central and South America, 15

million in Australia, 17 million in South Korea, 100 million in Europe, and

200 million in China.4

Although a typical gamer plays for just an hour or two a day, there are now

more than 6 million people in China who spend at least twenty-two hours a

week gaming, the equivalent of a part-time job.5 More than 10 million “hard­

core” gamers in the United Kingdom, France, and Germany spend at least

4 | R E A L I T Y I S B R O K E N

twenty hours a week playing.6 And at the leading edge of this growth curve,

more than 5 million “extreme” gamers in the United States play on average

forty-five hours a week.7

With all of this play, we have turned digital games—for our computers, for

our mobile phones, and for our home entertainment systems—into what is

expected to be a $68 billion industry annually by the year 2012.8 And we are

creating a massive virtual silo of cognitive effort, emotional energy, and col­

lective attention lavished on game worlds instead of on the real world.

The ever-skyrocketing amounts of time and money spent on games are being

observed with alarm by some—concerned parents, teachers, and politicians—

and eagerness by others—the many technology industries that expect to profit

greatly from the game boom. Meanwhile, they are met with bewilderment and

disdain by more than a few nongamers, who still make up nearly half of the

U.S. population, although their numbers are rapidly decreasing. Many of them

deem gaming a clear waste of time.

As we make these value judgments, hold moral debates over the addictive

quality of games, and simultaneously rush to achieve massive industry expan­

sion, a vital point is being missed. The fact that so many people of all ages, all

over the world, are choosing to spend so much time in game worlds is a sign

of something important, a truth that we urgently need to recognize.

The truth is this: in today’s society, computer and video games are fulfilling

genuine human needs that the real world is currently unable to satisfy. Games

are providing rewards that reality is not. They are teaching and inspiring and

engaging us in ways that reality is not. They are bringing us together in ways

that reality is not.

And unless something dramatic happens to reverse the resulting exodus,

we’re fast on our way to becoming a society in which a substantial portion

of our population devotes its greatest efforts to playing games, creates its best

memories in game environments, and experiences its biggest successes in

game worlds.

Maybe this sounds hard to believe. To a nongamer, this forecast might

seem surreal, or like science fiction. Are huge swaths of civilization really

Reality Is Broken | 5

disappearing into game worlds? Are we really rushing headlong into a fu­

ture where the majority of us use games to satisfy many of our most impor­

tant needs?

If so, it will not be the first time that such a mass exodus from reality to

games has occurred. Indeed, the very first written history of human gameplay,

Herodotus’ Histories, the ancient Greek account of the Persian Wars—dating

back more than three thousand years—describes a nearly identical scenario.

While the oldest known game is the ancient counting game Mancala—

evidence shows it was played during Egypt’s age of empires, or the fifteenth

to the eleventh centuries BC—it was not until Herodotus that anyone thought

to record the origins or cultural functions of these games. And from his an­

cient text, we can learn a great deal about what’s happening today—and what’s

almost certainly coming next.

It’s a bit counterintuitive to think about the future in terms of the past. But

as a research director at the Institute for the Future—a nonprofit think tank in

Palo Alto, California, and the world’s oldest future-forecasting organization—

I’ve learned an important trick: to develop foresight, you need to practice hind­

sight. Technologies, cultures, and climates may change, but our basic human

needs and desires—to survive, to care for our families, and to lead happy,

purposeful lives—remain the same. So at IFTF we like to say, “To understand

the future, you have to look back at least twice as far as you’re looking ahead.”

Fortunately, when it comes to games, we can look even farther back than that.

Games have been a fundamental part of human civilization for thousands

of years.

In the opening book of The Histories, Herodotus writes:

When Atys was king of Lydia in Asia Minor some three thousand

years ago, a great scarcity threatened his realm. For a while people

accepted their lot without complaining, in the hope that times of

plenty would return. But when things failed to get better, the Lyd­

ians devised a strange remedy for their problem. The plan adopted

against the famine was to engage in games one day so entirely as

6 | R E A L I T Y I S B R O K E N

not to feel any craving for food . . . and the next day to eat and ab­

stain from games. In this way they passed eighteen years, and

along the way they invented the dice, knuckle-bones, the ball,

and all the games which are common.9

What do ancient dice made from sheep’s knuckles have to do with the fu­

ture of computer and video games? More than you might expect.

Herodotus invented history as we know it, and he has described the goal of

history as uncovering moral problems and moral truths in the concrete data

of experience. Whether Herodotus’ story of an eighteen-year famine survived

through gameplay is true or, as some modern historians believe, apocryphal,

its moral truths reveal something important about the essence of games.

We often think of immersive gameplay as “escapist,” a kind of passive re­

treat from reality. But through the lens of Herodotus’ history, we can see how

games could be a purposeful escape, a thoughtful and active escape, and most

importantly an extremely helpful escape. For the Lydians, playing together as

a nearly full-time activity would have been a behavior highly adaptive to dif­

ficult conditions. Games made life bearable. Games gave a starving popula­

tion a feeling of power in a powerless situation, a sense of structure in a chaotic

environment. Games gave them a better way to live when their circumstances

were otherwise completely unsupportive and uninhabitable.

Make no mistake: we are no different from the ancient Lydians. Today,

many of us are suffering from a vast and primal hunger. But it is not a hunger

for food—it is a hunger for more and better engagement from the world

around us.

Like the ancient Lydians, many gamers have already figured out how to use

the immersive power of play to distract themselves from their hunger: a hun­

ger for more satisfying work, for a stronger sense of community, and for a more

engaging and meaningful life.

Collectively, the planet is now spending more than 3 billion hours a

week gaming.

We are starving, and our games are feeding us.

Reality Is Broken | 7

AND SO, in 2011, we find ourselves at a major tipping point.

We can stay on the same course. We can keep feeding our appetites with

games. And we can watch the game industry continue to create bigger, better,

and more immersive virtual worlds that provide increasingly compelling al­

ternatives to reality.

If we stay this course, we will almost certainly see the exodus from reality

continue. Indeed, we are already well on our way to a world in which many

of us, like the ancient Lydians, spend half our time gaming. Given all the

problems in the world, would it really be so bad to pass the coming decades

as the Lydians did?

Or we could try to reverse course. We could try to block gamers’ exit from

reality—perhaps by culturally shaming them into spending more time in real­

ity, or by trying to keep video games out of the hands of kids, or, as some

U.S. politicians have already proposed, by heavily taxing them so that gaming

becomes an unaffordable lifestyle.10

To be honest, none of those options sounds like a future I’d want to live in.

Why would we want to waste the power of games on escapist entertainment?

Why would we want to waste the power of games by trying to squelch the

phenomenon altogether?

Perhaps we should consider a third idea. Instead of teetering on the tipping

point between games and reality, what if we threw ourselves off the scale and

tried something else entirely?

What if we decided to use everything we know about game design to fix

what’s wrong with reality? What if we started to live our real lives like gamers,

lead our real businesses and communities like game designers, and think about

solving real-world problems like computer and video game theorists?

Imagine a near future in which most of the real world works more like a

game. But is it even possible to create this future? Would it be a reality we

would be happier to live in? Would it make the world a better place?

When I consider this potential future, it’s not just a hypothetical idea. I’ve

8 | R E A L I T Y I S B R O K E N

already posed it as a very real challenge to the one community who can truly

help launch this transformation: the people who make games for a living.

I’m one of them—I’ve been designing games professionally for the past de-

cade. And I’ve come to believe that people who know how to make games

need to start focusing on the task of making real life better for as many people

as possible.

I haven’t always been so sure of this mission. It has taken a good ten years

of research and a series of increasingly ambitious game projects to get to

this point.

Back in 2001, I started my career by working on the fringes of the game­

design industry, at tiny start-up companies and experimental design labs. More

often than not, I was working for free, designing puzzles and missions for low­

budget computer and mobile phone games. I was happy when they were

played by a few hundred people, or—when I was really lucky—a few thou­

sand. I studied those players as closely as possible. I watched them while they

played, and I interviewed them afterward. I was just starting to learn what gives

games their power.

During those early years, I was also a “starving” graduate student—earning

a PhD in performance studies from the University of California at Berkeley. I

was the first in my department to study computer and video games, and I had

to make it up as I went along, bringing together different findings from psy­

chology, cognitive science, sociology, economics, political science, and per­

formance theory in order to try to figure out exactly what makes a good game

work. I was particularly interested in how games could change the way we

think and act in everyday life—a question that, back then, few, if any, research­

ers were looking at.

Eventually, as a result of my research, I published several academic papers

(and eventually a five-hundred-page dissertation) proposing how we could

leverage the power of games to reinvent everything from government, health

care, and education to traditional media, marketing, and entrepreneurship—

even world peace. And increasingly, I found myself called on to help large

companies and organizations adopt game design as an innovation strategy—

from the World Bank, the American Heart Association, the National Academy

Reality Is Broken | 9

of Sciences, and the U.S. Department of Defense to McDonald’s, Intel, the

Corporation for Public Broadcasting, and the International Olympic Com­

mittee. You’ll read about many of the games I created with these organizations

in this book—and for the first time, I’ll be sharing my design motivations and

strategies.

The inspiration for this book came in the spring of 2008, when I was invited

to deliver the annual “rant” at the Game Developers Conference, the most

important industry gathering of the year. The rant is supposed to be a wake-up

call, a demand to shake up the industry. It’s always one of the most popular

sessions at the conference. That year, the room was packed to standing-room

capacity with more than a thousand of the world’s leading game designers and

developers. And in my rant, they heard the same argument you’re reading

here: that reality is broken, and we need to start making games to fix it.

When I finished, the applause and cheers took what seemed like forever to

die down. I had been nervous that my rant would be rejected by my peers.

Instead, it seemed to strike a chord with the industry. I started to get e-mails

every single day from people who had heard about the rant or read the tran­

script online and wanted to help. Some were just starting out in the industry

and had no idea how to go about doing it. Others were industry leaders who

genuinely wanted to change the direction of games for good. Seemingly over­

night, start-up companies were founded, capital was raised, and today there

are hundreds of games in development that aspire to change reality for the

better. I wouldn’t dream of taking credit for this turn of events, of course. I was

just lucky enough to be one of the first people to see it happening, and one of

the strongest voices cheering it on.

In 2009, I was invited back to the Game Developers Conference to give

a keynote address about what game developers needed to do over the next

decade to reinvent reality as we know it. This time, I wasn’t surprised to dis­

cover that some of the most popular sessions at the conference were about

“games for personal and social change,” “positive impact games,” “social real­

ity games,” “serious games,” and “leveraging the play of the planet.” Every­

where I turned, I saw evidence that this movement to harness the power of

games for good had already started to happen. Suddenly, my personal mission

10 | R E A L I T Y I S B R O K E N

to see a game developer win a Nobel Peace Prize in the next twenty-five years

didn’t seem so far-fetched.

When I look at the remarkable world-changing work game developers are

starting to do, I see an opportunity to reinvent the ancient history of games for

the twenty-first century.

Some twenty-five hundred years ago, Herodotus looked back and saw the

early games played by the Greeks as an explicit attempt to alleviate suffering.

Today, I look forward and I see a future in which games once again are explicitly

designed to improve quality of life, to prevent suffering, and to create real, wide­

spread happiness.

When Herodotus looked back, he saw games that were large-scale systems,

designed to organize masses of people and make an entire civilization more

resilient. I look forward to a future in which massively multiplayer games are

once again designed in order to reorganize society in better ways, and to get

seemingly miraculous things done.

Herodotus saw games as a surprising, inventive, and effective way to inter­

vene in a social crisis. I, too, see games as potential solutions to our most press­

ing shared problems. He saw that games could tap into our strongest survival

instincts. I see games that once again will confer evolutionary advantage on

those who play them.

Herodotus tells us that in the past games were created as a virtual solution

to unbearable hunger. And, yes, I see a future in which games continue to

satisfy our hunger to be challenged and rewarded, to be creative and success­

ful, to be social and part of something larger than ourselves. But I also see a

future in which the games we play stoke our appetite for engagement, pushing

and enabling us to make stronger connections—and bigger contributions—to

the world around us.

The modern history of computer and video games is the story of game

designers ascending to very powerful positions in society, effectively enthrall­

ing the hearts and minds—and directing the energies and attention—of in­

creasingly large masses of people. Game designers today are extremely adept

wielders of that power, no doubt more adept than any game designers in all

of human history. They have been honing their craft and refining their tactics

Reality Is Broken | 11

for thirty years now. And so it is that more and more people are being drawn

to the power of computer and video games—and finding themselves engaged

by them for longer and longer periods of time, for greater and greater stretches

of their lives.

Amazingly, some people have no interest in understanding why this is

happening or figuring out what we could do with it. They will never pick up

a book about games, because they’re already certain they know exactly what

games are good for—wasting time, tuning out, and losing out on real life.

The people who continue to write off games will be at a major disadvantage

in the coming years. Those who deem them unworthy of their time and at­

tention won’t know how to leverage the power of games in their communities,

in their businesses, in their own lives. They will be less prepared to shape the

future. And therefore they will miss some of the most promising opportunities

we have to solve problems, create new experiences, and fix what’s wrong with

reality.

Fortunately, the gap between gamers and nongamers is growing smaller all

the time. In the United States, the biggest gaming market in the world, the

majority of us are already gamers. Some recent relevant statistics from the En­

tertainment Software Association’s annual study of game players—the largest

and most widely respected market research report of its kind:

• 69 percent of all heads of household play computer and video games.

• 97 percent of youth play computer and video games.

• 40 percent of all gamers are women.

• One out of four gamers is over the age of fifty.

• The average game player is thirty-five years old and has been play­

ing for twelve years.

• Most gamers expect to continue playing games for the rest of

their lives.11

Meanwhile, the scientific journal Cyberpsychology, Behavior, and Social

Networking reported in 2009 that 61 percent of surveyed CEOs, CFOs, and

other senior executives say they take daily game breaks at work.12

12 | R E A L I T Y I S B R O K E N

These numbers demonstrate how quickly a gaming culture can take hold.

And trends from every continent—from Austria, Brazil, and the United Arab

Emirates to Malaysia, Mexico, New Zealand, and South Africa—show that

gamer markets are emerging rapidly with similarly diverse demographics. Over

the next decade, these new markets will increasingly resemble, if not com­

pletely catch up to, those in leading gamer countries like South Korea, the

United States, Japan, and the United Kingdom today.

As games journalist Rob Fahey famously pronounced in 2008: “It’s inevi­

table: soon we will all be gamers.”13

We have to start taking this growing gamer majority seriously. We are living

in a world full of games and gamers. And so we need to decide now what kinds

of games we should make together and how we will play them together. We

need a plan for determining how games will impact our real societies and our

real lives. We need a framework for making these decisions and for shaping

these plans. This book, I hope, could serve as that framework. It’s written for

gamers and for everyone who will one day become a gamer—in other words,

for virtually every person on this planet. It’s an opportunity to understand now

how games work, why humans are so drawn to them, and what they can do

for us in our real lives.

If you are a gamer, it’s time to get over any regret you might feel about

spending so much time playing games. You have not been wasting your time.

You have been building up a wealth of virtual experience that, as the first half

of this book will show you, can teach you about your true self: what your core

strengths are, what really motivates you, and what make you happiest. As you’ll

see, you have also developed world-changing ways of thinking, organizing,

and acting. And, as this book reveals, there are already plenty of opportunities

for you to start using them for real-world good.

If you don’t have a lot of personal experience with games yet, then this

book will help you jump-start your engagement with the most important me­

dium of the twenty-first century. By the time you’re finished reading it, you’ll

be deeply familiar with the most important games you can play today—and

be able to imagine the kinds of important games we will make and play in the

years to come.

Reality Is Broken | 13

If you’re not already a gamer, it’s entirely possible that you still might not

become the kind of person to spend hours in front of a video game. But by

reading this book, you will better understand the people who do. And even if

you would never play computer or video games, let alone make one, you can

benefit enormously from learning exactly how good games work—and how

they can be used to fix real-world problems.

Game developers know better than anyone else how to inspire extreme

effort and reward hard work. They know how to facilitate cooperation and

collaboration at previously unimaginable scales. And they are continuously

innovating new ways to motivate players to stick with harder challenges, for

longer, and in much bigger groups. These crucial twenty-first-century skills

can help all of us find new ways to make a deep and lasting impact on the

world around us.

Game design isn’t just a technological craft. It’s a twenty-first-century way

of thinking and leading. And gameplay isn’t just a pastime. It’s a twenty-first­

century way of working together to accomplish real change.

Antoine de Saint Exupéry once wrote:

As for the future, your task is not to see it, but to enable it.

Games, in the twenty-first century, will be a primary platform for enabling

the future.

SO LET ME describe the particular future that I want to create.

Instead of providing gamers with better and more immersive alternatives

to reality, I want all of us to be responsible for providing the world at large with

a better and more immersive reality. I want gaming to be something that ev­

erybody does, because they understand that games can be a real solution to

problems and a real source of happiness. I want games to be something every­

body learns how to design and develop, because they understand that games

are a real platform for change and getting things done. And I want families,

schools, companies, industries, cities, countries, and the whole world to come

14 | R E A L I T Y I S B R O K E N

together to play them, because we’re finally making games that tackle real

dilemmas and improve real lives.

If we take everything game developers have learned about optimiz­

ing human experience and organizing collaborative communities and apply

it to real life, I foresee games that make us wake up in the morning and feel

thrilled to start our day. I foresee games that reduce our stress at work and

dramatically increase our career satisfaction. I foresee games that fix our edu­

cational systems. I foresee games that treat depression, obesity, anxiety, and

attention deficit disorder. I foresee games that help the elderly feel engaged

and socially connected. I foresee games that raise rates of democratic partici­

pation. I foresee games that tackle global-scale problems like climate change

and poverty. In short, I foresee games that augment our most essential human

capabilities—to be happy, resilient, creative—and empower us to change the

world in meaningful ways. Indeed, as you’ll see in the pages ahead, such games

are already coming into existence.

The future I’ve described here seems both desirable and plausible to me.

But in order to create this future, several things need to happen.

We will have to overcome the lingering cultural bias against games, so that

nearly half the world is not cut off from the power of games.

We need to build hybrid industries and unconventional partnerships, so

that game researchers and game designers and game developers can work with

engineers and architects and policy makers and executives of all kinds to har­

ness the power of games.

Finally, but perhaps most importantly, we all need to develop our core

game competencies so we can take an active role in changing our lives and

enabling the future.

This book is designed to do just that. It will build up your ability to enjoy life

more, to solve tougher problems, and to lead others in world-changing efforts.

In Part I: Why Games Make Us Happy, you’ll go inside the minds of top

game designers and game researchers. You’ll find out exactly which emo­

tions the most successful games are carefully engineered to provoke—and

how these feelings can spill over, in positive and surprising ways, into our real

lives and relationships.

Reality Is Broken | 15

In Part II: Reinventing Reality, you’ll discover the world of alternate real­

ity games. It’s the rapidly growing field of new software, services, and experi­

ences meant to make us as happy and successful in our real lives as we are

when we’re playing our favorite video games. If you’ve never heard of ARGs

before, you may be shocked to discover how many people are already making

and playing them. Hundreds of start-up companies and independent design­

ers have devoted themselves to applying leading-edge game design and tech­

nologies to improving our everyday lives. And millions of gamers have already

discovered the benefits of ARGs firsthand. In this section, you’ll find out how

ARGs are already starting to raise our quality of life at home and at school, in

our neighborhoods and our workplaces.

Finally, in Part III: How Very Big Games Can Change the World, you’ll

get a glimpse of the future. You’ll discover ten games designed to help ordinary

people achieve the world’s most urgent goals: curing cancer, stopping climate

change, spreading peace, ending poverty. You’ll find out how new participa­

tion platforms and collaboration environments are making it possible for any­

one to help invent a better future, just by playing a game.

Ultimately, the people who understand the power and potential of games

to both make us happy and change reality will be the people who invent our

future. By the time you finish reading this book, you will be an expert on how

good games work. With that knowledge, you’ll make better choices about

which games to play and when. More importantly, you’ll be ready to start

inventing your own new games. You’ll be prepared to create powerful, alter­

nate realities for yourself and for your family; for your school, your business,

your neighborhood, or any other community you care about; for your favorite

cause, for an entire industry, or for an entirely new movement.

We can play any games we want. We can create any future we can imagine.

Let the games begin.

PA R T O N E E

Why Games Make Us Happy

a One way or another, if human evolution is to go on, we

shall have to learn to enjoy life more thoroughly.

—mihály csíkszentmihályi1

C H A P T E R O N E

What Exactly Is a Game?

A lmost all of us are biased against games today—even gamers. We can’t help it. This bias is part of our culture, part of our language, and it’s even woven into the way we use the words “game” and “player” in everyday conversation.

Consider the popular expression “gaming the system.” If I say that you’re

gaming the system, what I mean is that you’re exploiting it for your own per­

sonal gain. Sure, you’re technically following the rules, but you’re playing in

ways you’re not meant to play. Generally speaking, we don’t admire this kind

of behavior. Yet paradoxically, we often give people this advice: “You’d better

start playing the game.” What we mean is, just do whatever it takes to get

ahead. When we talk about “playing the game” in this way, we’re really talking

about potentially abandoning our own morals and ethics in favor of someone

else’s rules.

Meanwhile, we frequently use the term “player” to describe someone who

manipulates others to get what they want. We don’t really trust players. We

have to be on our guard around people who play games—and that’s why we

might warn someone, “Don’t play games with me.” We don’t like to feel that

someone is using strategy against us, or manipulating us for their personal

20 | R E A L I T Y I S B R O K E N

amusement. We don’t like to be played with. And when we say, “This isn’t a

game!,” what we mean is that someone is behaving recklessly or not taking a

situation seriously. This admonishment implies that games encourage and

train people to act in ways that aren’t appropriate for real life.

When you start to pay attention, you realize how collectively suspicious we

are of games. Just by looking at the language we use, you can see we’re wary

of how games encourage us to act and who we are liable to become if we

play them.

But these metaphors don’t accurately reflect what it really means to play a

well-designed game. They’re just a reflection of our worst fears about games.

And it turns out that what we’re really afraid of isn’t games; we’re afraid of los­

ing track of where the game ends and where reality begins.

If we’re going to fix reality with games, we have to overcome this fear. We

need to focus on how real games actually work, and how we act and interact

when we’re playing the same game together.

Let’s start with a really good definition of game.

The Four Defining Traits of a Game

Games today come in more forms, platforms, and genres than at any other

time in human history.

We have single-player, multiplayer, and massively multiplayer games. We

have games you can play on your personal computer, your console, your hand­

held device, and your mobile phone—not to mention the games we still play

on fields or on courts, with cards or on boards.

We can choose from among five-second minigames, ten-minute casual

games, eight-hour action games, and role-playing games that go on endlessly

twenty-four hours a day, three hundred sixty-five days a year. We can play story­

based games, and games with no story. We can play games with and without

scores. We can play games that challenge mostly our brains or mostly our

bodies—and infinitely various combinations of the two.

And yet somehow, even with all these varieties, when we’re playing a game,

What Exactly Is a Game? | 21

we just know it. There’s something essentially unique about the way games

structure experience.

When you strip away the genre differences and the technological complex­

ities, all games share four defining traits: a goal, rules, a feedback system, and

voluntary participation.

The goal is the specific outcome that players will work to achieve. It fo­

cuses their attention and continually orients their participation throughout the

game. The goal provides players with a sense of purpose.

The rules place limitations on how players can achieve the goal. By remov­

ing or limiting the obvious ways of getting to the goal, the rules push players

to explore previously uncharted possibility spaces. They unleash creativity and

foster strategic thinking.

The feedback system tells players how close they are to achieving the goal.

It can take the form of points, levels, a score, or a progress bar. Or, in its most

basic form, the feedback system can be as simple as the players’ knowledge of

an objective outcome: “The game is over when . . .” Real-time feedback serves

as a promise to the players that the goal is definitely achievable, and it provides

motivation to keep playing.

Finally, voluntary participation requires that everyone who is playing the

game knowingly and willingly accepts the goal, the rules, and the feedback.

Knowingness establishes common ground for multiple people to play together.

And the freedom to enter or leave a game at will ensures that intentionally

stressful and challenging work is experienced as safe and pleasurable activity.

This definition may surprise you for what it lacks: interactivity, graphics, nar­

rative, rewards, competition, virtual environments, or the idea of “winning”—

all traits we often think of when it comes to games today. True, these are

common features of many games, but they are not defining features. What

defines a game are the goal, the rules, the feedback system, and voluntary

participation. Everything else is an effort to reinforce and enhance these four

core elements. A compelling story makes the goal more enticing. Complex

scoring metrics make the feedback systems more motivating. Achievements

and levels multiply the opportunities for experiencing success. Multiplayer

and massively multiplayer experiences can make the prolonged play more

22 | R E A L I T Y I S B R O K E N

unpredictable or more pleasurable. Immersive graphics, sounds, and 3D en­

vironments increase our ability to pay sustained attention to the work we’re

doing in the game. And algorithms that increase the game’s difficulty as you

play are just ways of redefining the goal and introducing more challeng­

ing rules.

Bernard Suits, the late, great philosopher, sums it all up in what I consider

the single most convincing and useful definition of a game ever devised:

Playing a game is the voluntary attempt to overcome unnecessary

obstacles.1

That definition, in a nutshell, explains everything that is motivating and

rewarding and fun about playing games. And it brings us to our first fix for

reality:

A FIX #1: UNNECESSARY OBSTACLES

Compared with games, reality is too easy. Games challenge us

with voluntary obstacles and help us put our personal strengths

to better use.

To see how these four traits are essential to every game, let’s put them to a

quick test. Can these four criteria effectively describe what’s so compelling

about games as diverse as, say, golf, Scrabble, and Tetris?

Let’s take golf to start. As a golfer, you have a clear goal: to get a ball in a

series of very small holes, with fewer tries than anyone else. If you weren’t

playing a game, you’d achieve this goal the most efficient way possible: you’d

walk right up to each hole and drop the ball in with your hand. What makes

golf a game is that you willingly agree to stand really far away from each

hole and swing at the ball with a club. Golf is engaging exactly because you,

What Exactly Is a Game? | 23

along with all the other players, have agreed to make the work more challeng­

ing than it has any reasonable right to be.

Add to that challenge a reliable feedback system—you have both the objec­

tive measurement of whether or not the ball makes it into the hole, plus the

tally of how many strokes you’ve made—and you have a system that not only

allows you to know when and if you’ve achieved the goal, but also holds out

the hope of potentially achieving the goal in increasingly satisfying ways: in

fewer strokes, or against more players.

Golf is, in fact, Bernard Suits’ favorite, quintessential example of a game—

it really is an elegant explanation of exactly how and why we get so thoroughly

engaged when we play. But what about a game where the unnecessary ob­

stacles are more subtle?

In Scrabble, your goal is to spell out long and interesting words with let­

tered tiles. You have a lot of freedom: you can spell any word found in the

dictionary. In normal life, we have a name for this kind of activity: it’s called

typing. Scrabble turns typing into a game by restricting your freedom in sev­

eral important ways. To start, you have only seven letters to work with at a time.

You don’t get to choose which keys, or letters, you can use. You also have to

base your words on the words that other players have already created. And

there’s a finite number of times each letter can be used. Without these arbi­

trary limitations, I think we can all agree that spelling words with lettered tiles

wouldn’t be much of a game. Freedom to work in the most logical and effi­

cient way possible is the very opposite of gameplay. But add a set of obstacles

and a feedback system—in this case, points—that shows you exactly how well

you’re spelling long and complicated words in the face of these obstacles? You

get a system of completely unnecessary work that has enthralled more than

150 million people in 121 countries over the past seventy years.

Both golf and Scrabble have a clear win condition, but the ability to win is

not a necessary defining trait of games. Tetris, often dubbed “the greatest com­

puter game of all time,” is a perfect example of a game you cannot win.2

When you play a traditional 2D game of Tetris, your goal is to stack falling

puzzle pieces, leaving as few gaps as possible in between them. The pieces

24 | R E A L I T Y I S B R O K E N

fall faster and faster, and the game simply gets harder and harder. It never

ends. Instead, it simply waits for you to fail. If you play Tetris, you are guaran­

teed to lose.3

On the face of it, this doesn’t sound very fun. What’s so compelling about

working harder and harder until you lose? But in fact, Tetris is one of the most

beloved computer games ever created—and the term “addictive” has probably

been applied to Tetris more than to any single-player game ever designed.

What makes Tetris so addictive, despite the impossibility of winning, is the

intensity of the feedback it provides.

As you successfully lock in Tetris puzzle pieces, you get three kinds of feed­

back: visual—you can see row after row of pieces disappearing with a satisfying

poof; quantitative—a prominently displayed score constantly ticks upward;

and qualitative—you experience a steady increase in how challenging the

game feels.

This variety and intensity of feedback is the most important difference

between digital and nondigital games. In computer and video games, the in­

teractive loop is satisfyingly tight. There seems to be no gap between your

actions and the game’s responses. You can literally see in the animations and

count on the scoreboard your impact on the game world. You can also feel

how extraordinarily attentive the game system is to your performance. It only

gets harder when you’re playing well, creating a perfect balance between hard

challenge and achievability.

In other words, in a good computer or video game you’re always playing

on the very edge of your skill level, always on the brink of falling off. When

you do fall off, you feel the urge to climb back on. That’s because there is

virtually nothing as engaging as this state of working at the very limits of your

ability—or what both game designers and psychologists call “flow.”4 When

you are in a state of flow, you want to stay there: both quitting and winning

are equally unsatisfying outcomes.

The popularity of an unwinnable game like Tetris completely upends the

stereotype that gamers are highly competitive people who care more about

winning than anything else. Competition and winning are not defining traits

of games—nor are they defining interests of the people who love to play them.

What Exactly Is a Game? | 25

Many gamers would rather keep playing than win—thereby ending the game.

In high-feedback games, the state of being intensely engaged may ultimately

be more pleasurable than even the satisfaction of winning.

The philosopher James P. Carse once wrote that there are two kinds of

games: finite games, which we play to win, and infinite games, which we play

in order to keep playing as long as possible.5 In the world of computer and

video games, Tetris is an excellent example of an infinite game. We play Tetris

for the simple purpose of continuing to play a good game.

LET’S TEST OUR proposed definition for a game with one final example, a

significantly more complex video game: the single-player action/puzzle game

Portal.

When Portal begins, you find yourself in a small, clinical-looking room

with no obvious way out. There is very little in this 3D environment to inter­

act with: a radio, a desk, and what appears to be a sleeping pod. You can

shuffle around the tiny room and peer out the glass windows, but that’s about

Screenshot from the first room of Portal. (Valve Corporation, 2007)

26 | R E A L I T Y I S B R O K E N

it. There’s nothing obvious to do: no enemies to fight, no treasure to pick up,

no falling objects to avoid.

With so few clues for how to proceed, your goal at the start of the game is

simply to figure out what your goals are. You might reasonably guess that your

first goal is to get out of the sealed room, but you can’t really be sure. It would

seem that the main obstacle you face is that you have no idea what you’re

supposed to be doing. You’re going to have to learn how to advance in this

world on your own.

Well, not completely on your own. If you poke around the room enough,

you might think to pick up a clipboard lying on the desk. This movement

triggers an artificial intelligence system to wake up and start speaking to

you. The AI informs you that you are about to undertake a series of laboratory

tests. The AI does not tell you what you are being tested on. Again, it’s up to

you, the player, to figure it out.

What you eventually discover as you continue to play is that Portal is a

game about escaping from rooms that operate according to rules you are un­

aware of. You learn that each room is a puzzle, increasingly booby-trapped,

and the game requires you to understand more and more complex physics in

order to get out. If you don’t teach yourself the physics of each new room—

that is, if you don’t learn the rules of the game—you’ll be stuck there forever,

listening to the AI system repeat herself.

Many, if not most, computer and video games today are structured this way.

Players begin each game by tackling the obstacle of not knowing what to do

and not knowing how to play. This kind of ambiguous play is markedly different

from historical, predigital games. Traditionally, we have needed instructions

in order to play a game. But now we’re often invited to learn as we go. We

explore the game space, and the computer code effectively constrains and

guides us. We learn how to play by carefully observing what the game allows

us to do and how it responds to our input. As a result, most gamers never read

game manuals. In fact, it’s a truism in the game industry that a well-designed

game should be playable immediately, with no instruction whatsoever.

A game like Portal turns our definition of a game on its head, but doesn’t

What Exactly Is a Game? | 27

destroy it. The four core elements of goals, rules, feedback, and voluntary

participation remain the same—they just play out in a different order. It used

to be that we were spoon-fed the goal and the rules, and we would then seek

feedback on our progress. But increasingly, the feedback systems are what we

learn first. They guide us toward the goal and help us decode the rules. And

that’s as powerful a motivation to play as any: discovering exactly what is pos­

sible in this brand-new virtual world.

I THINK it’s fair to say that Suits’ definition, and going forward our definition,

holds up remarkably well against these diverse examples. Any well-designed

game—digital or not—is an invitation to tackle an unnecessary obstacle.

When we understand games in this light, the dark metaphors we use for

talking about games are revealed to be the irrational fears they really are. Gam­

ers don’t want to game the system. Gamers want to play the game. They want

to explore and learn and improve. They’re volunteering for unnecessary hard

work—and they genuinely care about the outcome of their effort.

If the goal is truly compelling, and if the feedback is motivating enough,

we will keep wrestling with the game’s limitations—creatively, sincerely, and

enthusiastically—for a very long time. We will play until we utterly exhaust

our own abilities, or until we exhaust the challenge. And we will take the

game seriously because there is nothing trivial about playing a good game.

The game matters.

This is what it means to act like a gamer, or to be a truly gameful person.

This is who we become when we play a good game.

But this definition leads us to a perplexing question. Why on earth are so

many people volunteering to tackle such completely unnecessary obstacles?

Why are we collectively spending 3 billion hours a week working at the very

limits of our ability, for no obvious external reward? In other words: Why do

unnecessary obstacles make us happy?

When it comes understanding how games really work, the answer to this

question is as crucial as the four defining traits.

28 | R E A L I T Y I S B R O K E N

How Games Provoke Positive Emotion

Games make us happy because they are hard work that we choose for ourselves,

and it turns out that almost nothing makes us happier than good, hard work.

We don’t normally think of games as hard work. After all, we play games, and

we’ve been taught to think of play as the very opposite of work. But noth­

ing could be further from the truth. In fact, as Brian Sutton-Smith, a leading

psychologist of play, once said, “The opposite of play isn’t work. It’s depression.”6

When we’re depressed, according to the clinical definition, we suffer from

two things: a pessimistic sense of inadequacy and a despondent lack of activity.

If we were to reverse these two traits, we’d get something like this: an optimis­

tic sense of our own capabilities and an invigorating rush of activity. There’s

no clinical psychological term that describes this positive condition. But it’s a

perfect description of the emotional state of gameplay. A game is an opportu­

nity to focus our energy, with relentless optimism, at something we’re good at

(or getting better at) and enjoy. In other words, gameplay is the direct emo­

tional opposite of depression.

When we’re playing a good game—when we’re tackling unnecessary

obstacles—we are actively moving ourselves toward the positive end of the

emotional spectrum. We are intensely engaged, and this puts us in precisely

the right frame of mind and physical condition to generate all kinds of positive

emotions and experiences. All of the neurological and physiological sys­

tems that underlie happiness—our attention systems, our reward center, our

motivation systems, our emotion and memory centers—are fully activated by

gameplay.

This extreme emotional activation is the primary reason why today’s most

successful computer and video games are so addictive and mood-boosting.

When we’re in a concentrated state of optimistic engagement, it suddenly

becomes biologically more possible for us to think positive thoughts, to make

social connections, and to build personal strengths. We are actively condition­

ing our minds and bodies to be happier.

If only hard work in the real world had the same effect. In our real lives,

What Exactly Is a Game? | 29

hard work is too often something we do because we have to do it—to make a

living, to get ahead, to meet someone else’s expectations, or simply because

someone else gave us a job to do. We resent that kind of work. It stresses us

out. It takes time away from our friends and family. It comes with too much

criticism. We’re afraid of failing. We often don’t get to see the direct impact

of our efforts, so we rarely feel satisfied.

Or, worse, our real-world work isn’t hard enough. We’re bored out of our

minds. We feel completely underutilized. We feel unappreciated. We are wast­

ing our lives.

When we don’t choose hard work for ourselves, it’s usually not the right

work, at the right time, for the right person. It’s not perfectly customized for

our strengths, we’re not in control of the work flow, we don’t have a clear pic­

ture of what we’re contributing to, and we never see how it all pays off in the

end. Hard work that someone else requires us to do just doesn’t activate our

happiness systems in the same way. It all too often doesn’t absorb us, doesn’t

make us optimistic, and doesn’t invigorate us.

What a boost to global net happiness it would be if we could positively

activate the minds and bodies of hundreds of millions of people by offering

them better hard work. We could offer them challenging, customizable mis­

sions and tasks, to do alone or with friends and family, whenever and wher­

ever. We could provide them with vivid, real-time reports of the progress

they’re making and a clear view of the impact they’re having on the world

around them.

That’s exactly what the game industry is doing today. It’s fulfilling our need

for better hard work—and helping us choose for ourselves the right work at

the right time. So you can forget the old aphorism “All work and no play

makes Jack a dull boy.” All good gameplay is hard work. It’s hard work that we

enjoy and choose for ourselves. And when we do hard work that we care about,

we are priming our minds for happiness.

The right hard work takes different forms at different times for different

people. To meet these individual needs, games have been offering us increas­

ingly diverse kinds of work for decades now.

There’s high-stakes work, which is what many people think of first when

30 | R E A L I T Y I S B R O K E N

it comes to video games. It’s fast and action oriented, and it thrills us with the

possibility not only of success but also of spectacular failure. Whether we’re

driving hairpin turns at top speeds in a racing video game like the Gran Tur­

ismo series or battling zombies in a first-person shooter game like Left 4 Dead,

it’s the risk of crashing, burning, or having our brains sucked out that makes

us feel more alive.

But there’s also busywork, which is completely predictable and monoto­

nous. Busywork generally gets a bad rap in our real lives, but when we choose

it for ourselves, it actually helps us feel quite contented and productive. When

we’re swapping multicolored jewels in a casual game like Bejeweled or harvest­

ing virtual crops in a social game like FarmVille, we’re happy just to keep our

hands and mind occupied with focused activity that produces a clear result.

There’s mental work, which revs up our cognitive faculties. It can be rapid­

fire and condensed, like the thirty-second math problems in Nintendo’s Brain

Age games. Or it can be drawn-out and complex, like the simulated ten-thousand­

year conquest campaigns in the real-time strategy game Age of Empires. Either

way, we feel a rush of accomplishment when we put our brains to good use.

And then there’s physical work, which makes our hearts beat faster, our

lungs pump harder, our glands sweat like crazy. If the work is hard enough,

we’ll flood our brains with endorphins, the feel-good chemical. But more im­

portantly, whether we’re throwing punches in Wii Boxing or jumping around

to Dance Dance Revolution, we just enjoy the process of getting ourselves

completely worn out.

There’s discovery work, which is all about the pleasure of actively investigat­

ing unfamiliar objects and spaces. Discovery work helps us feel confident, pow­

erful, and motivated. When we’re exploring mysterious 3D environments, like

a vast city hidden in the sea in the role-playing shooter game BioShock, or when

we’re interacting with strange characters, like the fashionable undead teenagers

who populate Tokyo in the handheld battle game The World Ends with You, we

relish the chance to be curious about anything and everything.

Increasingly in computer and video games today there’s teamwork, which

emphasizes collaboration, cooperation, and contributions to a larger group.

When we carve out special duties for ourselves in a complex mission like the

What Exactly Is a Game? | 31

twenty-five-player team raids in World of Warcraft, or when we’re defending

our friends’ lives in a four-player cooperative game of the comic adventure

Castle Crashers, we take great satisfaction in knowing we have a unique and

important role to play in a much bigger effort.

Finally, there’s creative work. When we do creative work, we get to make

meaningful decisions and feel proud of something we’ve made. Creative work

can take the form of designing our homes and families in the Sims games, or

uploading video karaoke performances of ourselves to the SingStar network,

or building and managing an online franchise in the Madden NFL games. For

every creative effort we make, we feel more capable than when we started.

HIGH-STAKES WORK, busywork, mental work, physical work, discovery work,

teamwork, and creative work—with all this hard work going on in our favorite

games, I’m reminded of something the playwright Noël Coward once said:

“Work is more fun than fun.”

Sure, this sounds mildly absurd. Work more fun than fun? But when it comes

to games, this is measurably and demonstrably true, thanks to a psychology re­

search method known as “experience sampling.”

Psychologists use the experience sampling method, or ESM, to find out

how we really feel during different parts of our day. Subjects are interrupted

at random intervals with a pager or by text message and asked to report two

pieces of information: what they’re doing and how they feel.7 One of the most

common findings of ESM research is that what we think is “fun” is actually

mildly depressing.

Virtually every activity that we would describe as a “relaxing” kind of fun—

watching television, eating chocolate, window-shopping, or just chilling out—

doesn’t make us feel better. In fact, we consistently report feeling worse

afterward than when we started “having fun”: less motivated, less confident,

and less engaged overall.8 But how can so many of us be so wrong about what’s

fun? Shouldn’t we have a better intuitive sense of what actually makes us feel

better?

We certainly have a strong intuitive sense of what makes us feel bad, and

32 | R E A L I T Y I S B R O K E N

negative stress and anxiety are usually at the top of the list. ESM researchers

believe that when we consciously seek out relaxing fun, we’re usually trying

to reverse these negative feelings. When we seek out passive entertainment

and low-engagement activities, we’re using them as a counterbalance to how

stimulated and overwhelmed we feel.

But by trying to have easy fun, we actually often wind up moving ourselves

too far in the opposite direction. We go from stress and anxiety straight to bore-

dom and depression. We’d be much better off avoiding easy fun and seeking

out hard fun, or hard work that we enjoy, instead.

Hard fun is what happens when we experience positive stress, or eustress (a

combination of the Greek eu, for “well-being,” and stress). From a physiolog­

ical and a neurological standpoint, eustress is virtually identical to negative

stress: we produce adrenaline, our reward circuitry is activated, and blood flow

increases to the attention control centers of the brain. What’s fundamentally

different is our frame of mind.

When we’re afraid of failure or danger, or when the pressure is coming

from an external source, extreme neurochemical activation doesn’t make us

happy. It makes us angry and combative, or it makes us want to escape and

shut down emotionally. It can also trigger avoidance behaviors, like eating,

smoking, or taking drugs.9

But during eustress, we aren’t experiencing fear or pessimism. We’ve gener­

ated the stressful situation on purpose, so we’re confident and optimistic.

When we choose our hard work, we enjoy the stimulation and activation. It

makes us want to dive in, join together, and get things done. And this optimis­

tic invigoration is way more mood-boosting than relaxing. As long as we feel

capable of meeting the challenge, we report being highly motivated, extremely

interested, and positively engaged by stressful situations. And these are the key

emotional states that correspond with overall well-being and life satisfaction.

Hard fun leaves us feeling measurably better than when we started. So it’s

no surprise, then, that one of the activities for which ESM subjects report the

highest levels of interest and positive moods both during and afterward is

when they’re playing games—including sports, card games, board games, and

computer and video games.10 The research proves what gamers already know:

What Exactly Is a Game? | 33

within the limits of our own endurance, we would rather work hard than be

entertained. Perhaps that’s why gamers spend less time watching television

than anyone else on the planet.11

As Harvard professor and happiness expert Tal Ben-Shahar puts it, “We’re

much happier enlivening time rather than killing time.”12

THERE’S ONE MORE important emotional benefit to hard fun: it’s called

“fiero,” and it’s possibly the most primal emotional rush we can experience.

Fiero is the Italian word for “pride,” and it’s been adopted by game design­

ers to describe an emotional high we don’t have a good word for in English.13

Fiero is what we feel after we triumph over adversity. You know it when you

feel it—and when you see it. That’s because we almost all express fiero in

exactly the same way: we throw our arms over our head and yell.

The fact that virtually all humans physically express fiero in the same way is

a sure sign that it’s related to some of our most primal emotions. Our brains and

bodies must have evolved to experience fiero early on the human timeline—

and, in fact, neuroscientists consider it part of our “caveman wiring.” Fiero,

according to researchers at the Center for Interdisciplinary Brain Sciences

Research at Stanford, is the emotion that first created a desire to leave the cave

and conquer the world.14 It’s a craving for challenges that we can overcome,

battles we can win, and dangers we can vanquish.

Scientists have recently documented that fiero is one of the most powerful

neurochemical highs we can experience. It involves three different structures

of the reward circuitry of the brain, including the mesocorticolimbic center,

which is most typically associated with reward and addiction. Fiero is a rush

unlike any other rush, and the more challenging the obstacle we overcome,

the more intense the fiero.

A GOOD GAME is a unique way of structuring experience and provoking posi­

tive emotion. It is an extremely powerful tool for inspiring participation and

motivating hard work. And when this tool is deployed on top of a network,

34 | R E A L I T Y I S B R O K E N

it can inspire and motivate tens, hundreds, thousands, or millions of people

at a time.

Anything else you think you know about games, forget it for now. All the

good that comes out of games—every single way that games can make us hap­

pier in our everyday lives and help us change the world—stems from their

ability to organize us around a voluntary obstacle.

Understanding that this is how games really work can help us stop worrying

about how people might game our systems, and inspire us to start giving them

real, well-designed games to play instead. If we actively surround ourselves with

people playing the same game that we are, then we can stop being so wary of

“players” playing their own game. When we know what it really means to play

a good game, we can stop reminding each other: This isn’t a game. We can

start actively encouraging people instead: This could be a game.

C H A P T E R T W O

The Rise of the

Happiness Engineers

I ’m not the first person to notice that reality is broken compared with games, especially when it comes to giving us good, hard work. In fact, the science of happiness was first born thirty-five years ago, when an American psy­ chologist by the name of Mihály Csíkszentmihályi observed the very same

thing. In 1975, Csíkszentmihályi published a groundbreaking scientific study

called Beyond Boredom and Anxiety. The focus of the study was a specific kind

of happiness that Csíkszentmihályi named flow: “the satisfying, exhilarating

feeling of creative accomplishment and heightened functioning.”1 He spent

seven years researching this kind of intense, joyous engagement: when and

where do we experience it most, and how can we create more of it?

Csíkszentmihályi (pronounced cheek-SENT-me-high) found a depressing

lack of flow in everyday life, but an overwhelming abundance of it in games

and gamelike activities. His favorite examples of flow-inducing activities were

chess, basketball, rock climbing, and partner dancing: all challenging endeav­

ors with a clear goal, well-established rules for action, and the potential for in­

36 | R E A L I T Y I S B R O K E N

creased difficulty and improvement over time. Most importantly, flow activities

were done for pure enjoyment rather than for status, money, or obligation.

During this kind of highly structured, self-motivated hard work, Csíkszent­

mihályi wrote, we regularly achieve the greatest form of happiness available

to human beings: intense, optimistic engagement with the world around us. We

feel fully alive, full of potential and purpose—in other words, we are com­

pletely activated as human beings.

Of course, it’s possible to achieve this kind of extreme activation outside of

games. But Csíkszentmihályi’s research showed that flow was most reliably and

most efficiently produced by the specific combination of self-chosen goals, per­

sonally optimized obstacles, and continuous feedback that make up the essential

structure of gameplay. “Games are an obvious source of flow,” he wrote, “and

play is the flow experience par excellence.”2

But if games are the most consistent and efficient source of joyous engage­

ment in our lives, he wondered, then why did real life so infrequently resemble

a game? Csíkszentmihályi argued that the failure of schools, offices, factories,

and other everyday environments to provide flow was a serious moral issue,

one of the most urgent problems facing humanity. Why should we needlessly

spend the majority of our lives in boredom and anxiety, when games point to

a clear and better alternative? “If we continue to ignore what makes us happy,”

he wrote, “we shall actively help perpetuate the dehumanizing forces which

are gaining momentum day by day.”

The solution seemed obvious to Csíkszentmihályi: create more happiness

by structuring real work like game work. Games teach us how to create op­

portunities for freely chosen, challenging work that keeps us at the limits of

our abilities, and those lessons can be transferred to real life. Our most press­

ing problems—depression, helplessness, social alienation, and the sense that

nothing we do truly matters—could be effectively addressed by integrating

more gameful work into our everyday lives.3 It wouldn’t be easy, he admitted.

But if we failed to at least try to create more flow, we risked losing entire gen­

erations to depression and despair.

He ended his groundbreaking study by warning of two populations in great­

The Rise of the Happiness Engineers | 37

est need of more gameful work: “Alienated children in the suburbs and bored

housewives in the homes need to experience flow. If they cannot get it, they

will find substitutes in the form of escape.” This statement was eerily pro­

phetic: today it is precisely these two demographic groups—suburban kids and

women who are at home during the day—who spend the most time escaping

into computer and video games.4 Clearly, we haven’t done enough to increase

everyday flow.

Csíkszentmihályi was right about the need to reinvent reality to work more

like a game. He was just too early. In 1975, the rest of the field of modern

psychology was still largely focused on understanding mental illness and neg­

ative emotions, not optimal human experience. There wasn’t enough critical

momentum among his peers to pick up the problem of everyday happiness.

Meanwhile, the tools we had in 1975 for inventing and sharing new games

with mass audiences were still in their infancy. Pong, the first commercial

video game, was just three years old. The Atari home console was still two

years away from being released. And only one major research book had been

published on the psychology of gameplay: a 1971 book titled, appropriately,

The Study of Games.5

Today, however, we are in a very different position. Since Csíkszentmi­

hályi’s breakthrough study, two crucial things have happened, making it

suddenly much more practical to improve quality of life with games: the rise

of positive psychology and the explosion of the computer and video game

industry.

Positive psychology is the relatively new field of science that studies “human

flourishing,” or how we achieve different kinds of happiness. For just over a

decade now, positive-psychology researchers have been accumulating a for­

midable body of knowledge about how our brains and bodies work to help us

achieve well-being and life satisfaction.

Meanwhile, the commercial game industry is putting all that knowledge

to use. Game developers today understand that games become hits and make

money in direct proportion to how much satisfaction they provide and how

much positive emotion they provoke—in other words, how happy they make

38 | R E A L I T Y I S B R O K E N

their players. As a result, game designers have been taught to relentlessly pur-

sue happiness outcomes, including flow—and they’ve innovated a wide range

of other happiness strategies along the way.

Happiness, of course, hasn’t always been the explicit goal of the game in­

dustry, and not all game developers today share it. Plenty of game developers

today still think more about fun and amusement than well-being and life

satisfaction. But since the rise of positive psychology, the creative leaders of

the industry have increasingly focused on the emotional and psychological

impact of their games. More and more, the directors and designers of major

game studios are drawing directly on research findings from positive psychol­

ogy to make better games. The game industry has even produced a number of

scientific research labs expressly devoted to investigating the neurobiology

of gameplay emotions.

On the whole, a shift is clearly happening. As one journalist put it, the

Microsoft game-testing lab “looks more like a psychological research institute

than a game studio.”6 This is no accident. Game designers and developers

are actively transforming what once was an intuitive art of optimizing human

experience into an applied science. And as a result, they are becoming the

most talented and powerful happiness engineers on the planet.

Today, these two historical trends—the science of happiness and the emo­

tional evolution of the game industry—are intersecting. Thanks to positive

psychologists, we know better than ever what kinds of experiences and activi­

ties really make us happy. And thanks to game developers, we have more and

more powerful, and increasingly mobile, systems for providing intense, opti­

mistic engagement and the emotional rewards we crave most.

That gives us our second fix for reality:

A FIX #2: EMOTIONAL ACTIVATION

Compared with games, reality is depressing. Games focus our

energy, with relentless optimism, on something we’re good at

and enjoy.

The Rise of the Happiness Engineers | 39

We are finally perfectly poised to harness the potential of games to make

us happy and improve our everyday quality of life.

Let’s take a look at how we got here.

IN 1983, a jazz pianist and sociologist named David Sudnow published a

video game memoir, the first of its kind. It was a 161-page chronicle of his

efforts to master one of the original home video games: the Atari ping-pong­

style game Breakout.

Sudnow wasn’t your stereotypical teen hanging out in an arcade. He was a

forty-three-year-old professor with a successful side career in music and a full

life by any objective measure. No one would have predicted that playing a

video game would become more satisfying work for him than doing research

or making music—least of all Sudnow himself. But to his great surprise, that’s

exactly what happened. For three months, Sudnow played Breakout as if it

were his full-time job: “Fifty hours, a good five hours a day for ten days, in the

afternoon, the evening, at three o’clock in the morning.”

What was so captivating about Breakout? It was basically single-player Pong:

you’d rotate a joystick knob to move a flat paddle along the bottom of the

screen and wait for a falling ball to hit the paddle. Move the paddle, wait for

the ball; move the paddle, wait for the ball. Your goal was to aim the ball using

the paddle to knock bricks out of a wall at the top of the screen.

At first, this work was easy: your paddle was big, the ball fell slowly, and

there were plenty of bricks to hit. But as you knocked out more and more

bricks, the ball fell faster and bounced off the wall more erratically, and your

paddle shrank to half its original size. It became increasingly difficult to keep

the ball in play, and it took better and better aim to guide the ball toward the

few remaining bricks. Once you missed five balls, the game was over.

As primitive a video game as it was, it nevertheless made for a perfect little

voluntary workload. It had everything you’d want from an unnecessary ob­

stacle: a clear goal (destroy a prison wall), arbitrary restrictions (use only a

paddle and five balls), and instant feedback, both visual and audio (the bricks

disappeared from the screen one at a time, always with a satisfying beep). The

40 | R E A L I T Y I S B R O K E N

computer algorithms continuously adjusted the difficulty level to keep you

playing at the very edge of your own abilities.

As Sudnow put it, “Here’s all the motivation you’d ever want . . . and the

prize seemed to be just holding on.”7 The game completely sustained his

attention, even when he wasn’t in front of the Atari console. “When I wasn’t

at the TV, I was practicing the sequence in my imagination, walking down

the street, sitting in a café twirling a salt shaker, looking up during dinner in

a Japanese restaurant at a bamboo and rice paper trellis with Breakout-like

rectangles on the ceiling . . . just waiting to get back to the game.”8

The better he got at the game, the more he wanted to play, and the more

he played, the better he got. Sudnow was so taken aback by the intensity of

this continuous feedback loop, he felt compelled to write an entire book to

understand it. It’s an extended, poetic meditation on the emotions of game­

play. He says almost everything we need to know about the emotional power

of early video games in just these two famous sentences:

This was a whole different business, nothing like I’d ever known,

like night and day. . . . Thirty seconds of play, and I’m on a whole

new plane of being, all my synapses wailing.9

What Sudnow describes is the extreme neurochemical activation that hap­

pens in our brains and bodies when we start to play a good computer or video

game. He was intensely focused, highly motivated, creatively charged, and

working at the very limits of his abilities. Immersion was almost instant. Flow

was fast and virtually guaranteed.

From zero to peak experience in thirty seconds flat—no wonder video

games caught on. Never before in human history could this kind of optimal,

emotional activation be accessed so cheaply, so reliably, so quickly.

In the past, the deepest experiences of flow had required years of practice

to achieve, or extraordinary settings. When Csíkszentmihályi first wrote about

it, he was studying expert players of chess, or basketball, or rock climbing, or

partner dancing. Flow was typically the result of years, if not decades, of learn­

ing the structure of an activity and strengthening the required skills and abil­

The Rise of the Happiness Engineers | 41

ities. Otherwise, it required being immersed in a truly spectacular and unusual

context, like dancing in the crowded streets during carnival or skiing down an

exceptionally challenging mountainside.

Flow wasn’t supposed to come easy. But, as Sudnow and millions of other

early gamers discovered, video games made it possible to experience flow al­

most immediately. Video games took the traditional properties of potentially

flow-inducing activities—a goal, obstacles, increasing challenge, and volun­

tary participation—and then used a combination of direct physical input (the

joystick), flexible difficulty adjustment (the computer algorithms), and instant

visual feedback (the video graphics) to tighten the feedback loop of games

dramatically. And this faster, tighter feedback loop allowed for more reliable

hits of the emotional reward fiero: each microlevel of difficulty you survived

prompted a split-second emotional high.

The result was a much faster cycle of learning and reward, and ultimately

a sense of perfect and powerful control over a “microworld” on the screen. As

Sudnow described, “The joystick-button box feels like a genuine implement

of action. Bam, bam, bam, got you . . . Please don’t miss, come on, do it, get

that brick, easy does it, no surprises, now stay cool, don’t panic, take it in stride,

get it now. Get that closure. Video-game action. You know when you’ve got it

like you know your first drunk.”10

It was this fast, reliable fix of flow and fiero that kept Sudnow and all the

earliest gamers coming back for more. It’s no exaggeration to say that for many

gamers, it probably felt like they had been waiting their whole lives for some­

thing like this: a seemingly free and endless supply of invigorating activity and

every reason in the world to feel optimistic about their own abilities.

Then and now, faster, more reliable flow and fiero separates computer and

video games from all the games that came before them. And that’s what makes

Sudnow’s memoir of playing Breakout such an important historical artifact.

He was the first to express what was so new and emotionally riveting about

digital games, before the spectacular graphics, before the epic stories, and be­

fore the massively multiplayer worlds. Back then, all the emotional power of

video games stemmed from the fact that they were interesting obstacles with

better feedback and more adaptive challenges. As a result, they excelled at one

42 | R E A L I T Y I S B R O K E N

thing and pretty much one thing only: provoking so much flow and fiero, they

were nearly impossible to stop playing.

In fact, that was the whole point of these early video games: to keep playing

as long as possible. One of the original and best-known Atari slogans was

“Discover how far you can go.” It was a constant battle just to stay in the game,

but that was also the primary satisfaction of playing. Flow and fiero are the

original rewards of video gameplay, and by playing against the tireless ma­

chine, we could endlessly produce them for ourselves.

Well, almost endlessly.

After three months, Sudnow finally exhausted his seemingly infinite source

of flow. He played a perfect game of Breakout, destroying all the walls with

just one ball. It was one of the biggest fiero moments of his life. But on that

day, when he earned the highest possible score, his Breakout obsession ended.

He had gone as far as flow and fiero could take him.

Fortunately for gamers, that’s not the end of the story.

Flow, as positive psychologists have documented, is only one part of the

overall happiness picture. It was the first kind of happiness these psychologists

studied, but the science has progressed significantly since then. As Corey Lee

M. Keyes, a psychology professor at Emory University, explains, “Flow is con­

sidered part of the science of happiness but not all. . . . It is more of a tempo­

ral state than a trait or condition of human functioning. While there are

studies on how to prolong it, flow is not seen as something that people can live

within all the time.”11

Flow is exhilarating in the moment. It makes us feel energized. A major

flow experience can improve our mood for hours, or even days, afterward. But

because it’s such a state of extreme engagement, it eventually uses up our

physical and mental resources.

We can’t sustain flow indefinitely—as much as we might want to. That’s

why, according to Keyes, human flourishing requires a more “continuous”

approach to well-being. It can’t just be all flow, all the time. We have to find

ways to enjoy the world and relish life even when we’re not operating at our

peak human potential.

This is true in games as well as in life.

The Rise of the Happiness Engineers | 43

David Sudnow, it turns out, was so exhausted by the three months he spent

suspended in nearly continuous Breakout flow that he subsequently stayed far

away from video games for quite some time.

Too much flow can lead to happiness burnout. Meanwhile, too much fiero

can lead to addiction—a word that Sudnow never once used in his memoir

but which nevertheless inescapably leaps to mind. Fiero taps into some of our

most primal hardwiring, and our emotional response can be extreme.

Recently, Allan Reiss, a professor of psychiatry and behavioral science at

Stanford, led a team of researchers in a study of the neurochemistry of fiero

in gamers. His laboratory captured MRIs of gamers’ brains while they were

playing particularly challenging video games. The researchers observed ex­

ceptionally intense activation of the addiction circuitry of the brain when

gamers experienced moments of triumph. And as a result, the researchers

identified fiero as the most likely underlying cause of why some gamers feel

“addicted” to their favorite games.12

Gamer addiction is a subject the industry takes seriously—it’s a frequent

topic at industry conferences and on game developer forums: what causes

gamer addiction, and how can you help your players avoid it? This might at

first seem surprising: doesn’t the industry want gamers to spend more time (and

money) playing games, not less? And it’s true: more gaming by more people

is the primary goal of the industry. But the industry wants to create lifelong

gamers: people who can balance their favorite games with full and active lives.

And so we have what is perhaps the central dilemma of the game industry over

the past thirty years: how to enable gamers to play more without diminishing

their real lives. The industry knows that gamers crave flow and fiero—and the

more game developers give it to them, the more time and money gamers will

spend on their favorite games. But beyond a certain playing threshold—for

most gamers, it seems to be somewhere around twenty hours a week—they

start to wonder if they’re perhaps missing out on real life.

Technology journalist Clive Thompson has a name for this phenomenon:

gamer regret.13 And he’ll be the first to admit that he suffers from it as much

as any other gamer. Thompson recalls checking his personal statistics one

day—many games keep track of how many hours you’ve spent playing—and

44 | R E A L I T Y I S B R O K E N

was shocked to see that he had clocked in thirty-six hours playing a single

game in one week—as he described it, “a missing-time experience so vast one

would normally require a UFO abduction to achieve it.” He found himself

vacillating between pride in what he’d accomplished in the virtual game en­

vironment and wondering if all that hard work had really been worth it.

As Thompson writes: “The dirty secret of gamers is that we wrestle with this

dilemma all the time. We’re often gripped by . . . a sudden, horrifying sense

of emptiness when we muse on all the other things we could have done with

our game time.” He admits: “The elation I feel when I finish a game is always

slightly tinged with a worrisome sense of hollowness. Wouldn’t I have been

better off doing something that was difficult and challenging and productive?”

This internal conflict plays out in discussion forums all over Web. The twin

questions “How much time do you spend playing games?” and “How much

time is too much?” are ubiquitous in the gaming community.

As a partial solution to gamer regret, many of the most addictive online

games have implemented a “fatigue system.” These systems are most commonly

used in online games in South Korea and China, where the rates of online

gaming for young men can average up to forty hours a week.14 After three hours

of consecutive online play, gamers receive 50 percent fewer rewards (and half

the fiero) for accomplishing the same amount of work. After five hours, it be­

comes impossible to earn any rewards. In the United States, a softer touch is

more commonly employed: World of Warcraft players, for example, accumu­

late “resting bonuses” for every hour they spend not playing the game. When

they log back in, their avatar can earn up to double rewards until it’s time to

rest again.

But these measures are a stopgap at best. Trying to stop people from playing

their favorite games will never work; motivated gamers hungry for flow and

fiero will find a way around the restrictions and limitations. What’s needed

instead is for games to go beyond flow and fiero, which make us happy in the

moment, to provide a more lasting kind of emotional reward. We need games

that make us happier even when we’re not playing. Only then will we find the

right balance between playing our favorite games and making the most of our

real lives.

The Rise of the Happiness Engineers | 45

Fortunately, that’s exactly what’s happening in the computer and video

game market today. Games are increasingly teaching us the four secrets of

how to make our own happiness—and they’re giving us the power to make it

anytime, anywhere.

The Four Secrets to Making Our Own Happiness

Many different competing theories of happiness have emerged from the field

of positive psychology, but if there’s one thing virtually all positive psycholo­

gists agree on, it’s this: there are many ways to be happy, but we cannot find

happiness. No object, no event, no outcome or life circumstance can deliver

real happiness to us. We have to make our own happiness—by working hard

at activities that provide their own reward.15

When we try to find happiness outside of ourselves, we’re focused on what

positive psychologists call “extrinsic” rewards—money, material goods, status,

or praise. When we get what we want, we feel good. Unfortunately, the plea­

sures of found happiness don’t last very long. We build up a tolerance for our

favorite things and start to want more. It takes bigger and better rewards just

to trigger the same level of satisfaction and pleasure. The more we try to “find”

happiness, the harder it gets. Positive psychologists call this process “hedonic

adaptation,” and it’s one of the biggest hindrances to long-term life satisfac­

tion.16 The more we consume, acquire, and elevate our status, the harder it is

to stay happy. Whether it’s money, grades, promotions, popularity, attention,

or just plain material things we want, scientists agree: seeking out external

rewards is a sure path to sabotaging our own happiness.

On the other hand, when we set out to make our own happiness, we’re

focused on activity that generates intrinsic rewards—the positive emotions,

personal strengths, and social connections that we build by engaging intensely

with the world around us. We’re not looking for praise or payouts. The very

act of what we’re doing, the enjoyment of being fully engaged, is enough.

The scientific term for this kind of self-motivated, self-rewarding activity

is autotelic (from the Greek words for “self,” auto, and “goal,” telos).17 We do

46 | R E A L I T Y I S B R O K E N

autotelic work because it engages us completely, and because intense engage­

ment is the most pleasurable, satisfying, and meaningful emotional state we

can experience.

As long as we are regularly immersed in self-rewarding hard work, we will

be happy more often than not—no matter what else is going on in our lives.

This is one of the earliest hypotheses of positive psychology, and a fairly radi­

cal idea. It contradicts what so many of us have been taught to believe—that

we need life to be a certain way in order for us to be happy, and that the

easier life is the happier we are. But the relationship between hard work, in­

trinsic reward, and lasting happiness has been verified and confirmed through

hundreds of studies and experiments.

One well-known study conducted at the University of Rochester, published in

2009, neatly upturns one of the most common assumptions about how happiness

works. Researchers tracked 150 recent college graduates for two years, monitoring

their goals and reported happiness levels. They compared the rates at which the

graduates achieved both extrinsic and intrinsic rewards, with self-reported levels

of well-being and life satisfaction. The researchers’ unequivocal conclusion: “The

attainment of extrinsic, or ‘American Dream,’ goals—money, fame, and being

considered physically attractive by others—does not contribute to happiness at

all.” In fact, they reported, far from creating well-being, achieving extrinsic re­

wards “actually does contribute to some ill-being.” If we let our desire for more

and more extrinsic rewards monopolize our time and attention, it prevents us

from engaging in autotelic activities that would actually increase our happiness.

On the other hand, in the same study the University of Rochester research­

ers found that individuals who focused on intrinsically rewarding activity, work­

ing hard to develop their personal strengths and build social relationships, for

example, were measurably happier over the entire two-year period completely

regardless of external life circumstances like salary or social status.

This research confirms what dozens of other major studies have found:

happiness derived from intrinsic reward is incredibly resilient. Every time we

engage in autotelic activities, the very opposite of hedonic adaptation occurs.

We wean ourselves off consumption and acquisition as sources of pleasure and

develop our hedonic resilience. As research psychologist Sonja Lyubomirsky,

The Rise of the Happiness Engineers | 47

a leading expert on intrinsic reward, explains: “One of the chief reasons for

the durability of happiness activities is that . . . they are hard won. You’ve

devoted time and effort. . . . You have made these practices happen, and you

have the ability to make them happen again. This sense of capability and re­

sponsibility is a powerful boost in and of itself.” In other words, we become

better able to protect and strengthen our quality of life, regardless of external

circumstances. We rely less and less on unreliable and short-lived external

rewards and take control of our own happiness. “When the source of positive

emotion is yourself . . . , it can continue to yield pleasure and make you happy.

When the source of positive emotion is yourself, it is renewable.”18

The prevailing positive-psychology theory that we are the one and only

source of our own happiness isn’t just a metaphor. It’s a biological fact. Our

brains and bodies produce neurochemicals and physiological sensations that

we experience, in different quantities and combinations, as pleasure, enjoy­

ment, satisfaction, ecstasy, contentment, love, and every other kind of happi­

ness. And positive psychologists have shown that we don’t need to wait for life

to trigger these chemicals and sensations for us. We can trigger them ourselves

through scientifically measurable autotelic activities.

In fact, from a neurological and physiological point of view, “intrinsic re­

ward” is really just another way of describing the emotional payoffs we get by

stimulating our internal happiness systems.

By undertaking a difficult challenge, such as trying to finish a task in a

shorter time than usual, we can produce in our own bodies a rush of adrena­

line, the excitement hormone that makes us feel confident, energetic, and

highly motivated.19

By accomplishing something that is very hard for us, like solving a puzzle

or finishing a race, our brains release a potent cocktail of norepinephrine,

epinephrine, and dopamine. These three neurochemicals in combination

make us feel satisfied, proud, and highly aroused.20

When we make someone else laugh or smile, our brain is flooded with

dopamine, the neurotransmitter associated with pleasure and reward. If we

laugh or smile, too, the effect is even more pronounced.21

Every time we coordinate or synchronize our physical movements with

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others, such as in dance or sports, we release oxytocin into our bloodstream,

a neurochemical that makes us feel blissed out and ecstatic.22

When we seek out what we might describe as “powerful” and “moving”

stories, media, or live performances, we’re actually triggering our vagus nerve,

which makes us feel emotionally “choked up” in our chests and throats, or

we’re firing up our nervous system’s pilomotor reflex, which gives us pleasur­

able chills and goose bumps.23

And if we provoke our curiosity by exposing ourselves to ambiguous visual

stimulus, like a wrapped present or a door that is just barely ajar, we experi­

ence a rush of “interest” biochemicals also known as “internal opiates.” These

include endorphins, which make us feel powerful and in control, and beta­

endorphin, a “well-being” neurotransmitter that is eighty times more powerful

than morphine.

Few of us set out intentionally to trigger these systems. We don’t think of

happiness as a process of tapping strategically into our neurochemistry. We

just know what feels good and meaningful and satisfying, and that’s the kind

of activity we’ll do for its own sake.

Of course, we’ve also developed many external shortcuts to triggering our

hardwired happiness systems: addictive drugs and alcohol, rich but unhealthy

food, and chronic shopping, to name a few. But none of these methods are

sustainable or effective in the long term. As scientists have shown, hedonic

adaptation to extrinsic reward will cause our shortcut happiness behaviors

to spiral out of control until they no longer work or we can no longer afford

them, or even until they kill us.

Fortunately, we don’t have to fight this losing battle. As long as we’re fo­

cused on intrinsic and not extrinsic reward, we never run out of the raw ma­

terials for making our own happiness. We’re hardwired with neurochemical

systems to make all the happiness we need. We just have to work hard at things

that activate us and immerse ourselves in challenging activities we enjoy for

their own sake.

Writer and self-described happiness explorer Elizabeth Gilbert puts it best:

“Happiness is the consequence of personal effort. . . . You have to participate

relentlessly in the manifestations of your own blessings.”24 We have the bio­

The Rise of the Happiness Engineers | 49

logical capability to create our own happiness through hard work. And the

harder we work to experience intrinsic rewards, the stronger our internal

happiness-making capabilities become.

SO WHICH INTRINSIC rewards, exactly, are most essential to our happiness?

There’s no definitive list, but a few key ideas and examples appear over and

over again in the scientific literature. My analysis of significant positive-

psychology findings from the past decade suggests that intrinsic rewards fall

into four major categories.25

First and foremost, we crave satisfying work, every single day. The

exact nature of this “satisfying work” is different from person to

person, but for everyone it means being immersed in clearly de­

fined, demanding activities that allow us to see the direct impact

of our efforts.

Second, we crave the experience, or at least the hope, of being

successful. We want to feel powerful in our own lives and show

off to others what we’re good at. We want to be optimistic about

our own chances for success, to aspire to something, and to feel

like we’re getting better over time.

Third, we crave social connection. Humans are extremely social

creatures, and even the most introverted among us derive a large

percentage of our happiness from spending time with the peo­

ple we care about. We want to share experiences and build bonds,

and we most often accomplish that by doing things that matter

together.

Fourth, and finally, we crave meaning, or the chance to be a part

of something larger than ourselves. We want to feel curiosity, awe,

and wonder about things that unfold on epic scales. And most

50 | R E A L I T Y I S B R O K E N

importantly, we want to belong to and contribute to something

that has lasting significance beyond our own individual lives.

These four kinds of intrinsic rewards are the foundation for optimal human

experience. They’re the most powerful motivations we have other than our

basic survival needs (food, safety, and sex). And what these rewards all have in

common is that they’re all ways of engaging deeply with the world around

us—with our environment, with other people, and with causes and projects

bigger than ourselves.

IF INTRINSIC REWARD is so much more satisfying and effective in boosting

our happiness than extrinsic reward, then shouldn’t we all naturally spend

most of our time tackling unnecessary obstacles and engaging in autotelic

activity?

Unfortunately, as Sonja Lyubomirsky eloquently explains: “We have been

conditioned to believe that the wrong things will make us lastingly happy.”26

We’ve been sold the American dream. And increasingly, it’s not just Americans

who are giving up real happiness in favor of the pursuit of wealth, fame, and

beauty. Thanks to the globalization of consumer and popular culture, every­

one on the planet is being sold the same dream of extrinsic reward. This is

especially true in emerging economies like China, India, and Brazil, where

more and more people are being ushered onto the global hedonic treadmill,

encouraged to consume more and to compete for limited natural resources as

a way to increase their quality of life.

But there is cause for hope. One group is opting out of this soul-deadening,

planet-exhausting hedonic grind, and in larger and larger numbers: hard-core

gamers.

Games, after all, are the quintessential autotelic activity. We only ever play

because we want to. Games don’t fuel our appetite for extrinsic reward: they

don’t pay us, they don’t advance our careers, and they don’t help us accumulate

luxury goods. Instead, games enrich us with intrinsic rewards. They actively

engage us in satisfying work that we have the chance to be successful at. They

The Rise of the Happiness Engineers | 51

give us a highly structured way to spend time and build bonds with people we

like. And if we play a game long enough, with a big enough network of players,

we feel a part of something bigger than ourselves—part of an epic story, an

important project, or a global community.

Good games help us experience the four things we crave most—and they

do it safely, cheaply, and reliably.

Good games are productive. They’re producing a higher quality of life.

When we realize that this reorientation toward intrinsic reward is what’s

really behind the 3 billion hours a week we spend gaming globally, the mass

exodus to game worlds is neither surprising nor particularly alarming. Instead,

it’s overwhelming confirmation of what positive psychologists have found in

their scientific research: self-motivated, self-rewarding activity really does make

us happier. More importantly, it’s evidence that gamers aren’t escaping their

real lives by playing games.

They’re actively making their real lives more rewarding.

C H A P T E R T H R E E

More Satisfying Work

P laying World of Warcraft is such a satisfying job, gamers have collec­tively spent 5.93 million years doing it. It sounds impossible, but it’s true: if you add up all the hours that gamers across the globe have spent playing World of Warcraft since the mas­

sively multiplayer online (MMO) role-playing game (RPG) first launched in

2004, you get a grand total of just over 50 billion collective hours—or 5.93

million years.1

To put that number in perspective: 5.93 million years ago is almost exactly

the moment in history that our earliest human ancestors first stood upright.2

By that measure, we’ve spent as much time playing World of Warcraft as we’ve

spent evolving as a species.

No other computer game has ever made so much money keeping so many

players occupied for so long. Each WoW player spends on average between

seventeen and twenty-two hours per week in the virtual world, more time than

any other computer game attracts.3 And the number of subscribers has steadily

grown from 250,000 in January 2004 to more than 11.5 million in January

2010, making it the single largest paying game community in the world. (Like

many MMORPGs, WoW requires players to pay a monthly fee—on average,

More Satisfying Work | 53

fifteen dollars—in order to access the virtual world.) WoW developer Activi­

sion Blizzard currently reaps an estimated $5 million every single day in

global subscription fees alone.4

What accounts for World of Warcraft’s unprecedented success? More than

anything else, it’s the feeling of “blissful productivity” that the game provokes.5

Blissful productivity is the sense of being deeply immersed in work that

produces immediate and obvious results. The clearer the results, and the faster

we achieve them, the more blissfully productive we feel. And no game gives

us a better sense of getting work done than WoW.

Your primary job in World of Warcraft is self-improvement—a kind of work

nearly all of us find naturally compelling. You have an avatar, and your job is

to make that avatar better, stronger, and richer in as many different ways as

possible: more experience, more abilities, stronger armor, more skills, more

talent, and a bigger reputation.

Each of these improvable traits is displayed in your avatar profile, alongside

a point value. You improve yourself by earning more points, which requires

managing a constant work flow of quests, battles, and professional training.

The more points you earn, the higher your level, and the higher your level, the

more challenging work you unlock. This process is called “leveling up.”

The more challenging the work, the more motivated you are to do it, and the

more points you earn . . . It’s a virtuous circle of productivity. As Edward Cas­

tronova, who is a leading researcher of virtual worlds, puts it, “There is zero

unemployment in World of Warcraft.”6 The WoW work flow is famously de­

signed so that there is always something to do, always different ways to improve

your avatar.

Some of the work is thrilling and high-stakes: it involves battling powerful

opponents you’re just barely strong enough to fight. Some of the work is ex­

ploratory: you’re figuring out how to navigate around the many different re­

gions of the kingdom, discovering new creatures and investigating strange

environments. Some of the work is busywork: you study a virtual profession,

like leatherworking or blacksmithing, and you collect and combine raw ma­

terials to help you ply your trade.

A lot of the work is teamwork: you can join forces with other players to take

54 | R E A L I T Y I S B R O K E N

on quests that none of you is strong enough to survive alone, and you can go

on raids that can only be completed by five, ten, or even twenty-five players

working together. This kind of collaboration often involves strategic work be­

fore you take on the challenge. You have to figure out what role everyone will

play in the raid, and you may have to rehearse and coordinate your actions

many times to get it right.

Between the high-stakes work, the exploratory work, the busywork, the team­

work, and the strategic work, the hours of work definitely add up. There’s so

much to do, the typical WoW player puts in as many hours weekly as a part­

time job. All in all, it takes the average WoW player a total of five hundred hours

of gameplay to develop his or her avatar to the game’s current maximum level,

which is where many players say the fun really starts.7 Now that’s a labor of love.

So how exactly does a game convince a player to spend five hundred hours

playing it just to get to the “fun” part?

For some players, it’s the promise of ultimate challenge that makes the in­

credible workload worth it. At the highest levels of the game, you get to expe­

rience the extreme adrenaline rush of what players call the “endgame.” Players

who crave high-stakes work and extreme mental activation level up as fast as

they can to reach the endgame, because that’s where the most challenging

opponents and the hardest work—in other words, the most invigorating,

confidence-building gameplay—is available.

But there are plenty of online games that allow you to risk your virtual life

and battle challenging opponents in adrenaline-producing environments—

and you get to do it from the very start of the game. If that were the main re­

ward for playing a game like World of Warcraft, the requirement of spending

five hundred hours leveling up would be a bug, not a feature. The process of

leveling up is easily as important, if not more important, than the endgame.

As one player explains, “If all I wanted to do was run around and kill stuff, I

could play Counter-Strike . . . and that game’s free.”8 The players of WoW, and

the many other subscription-based massively multiplayer online games like it,

are paying for a particular privilege. They’re paying for the privilege of higher

in-game productivity.

Consider many fans’ reactions when it was revealed that a highly antici­

More Satisfying Work | 55

pated new MMO, Age of Conan, would take just two hundred fifty hours of

gameplay on average to reach the highest level. Bloggers described this as a

“paltry” and “positively anemic” amount of work, and professional game crit­

ics worried that fans would reject an MMO that required “so little effort” to

achieve the highest level.9

In real life, if someone gave you a task that normally took five hundred

hours of work to finish, and then gave you a way to complete it in half that,

you would probably be pretty pleased. But in game life, where the whole point

for so many players is to get their hands on as much satisfying work as possible,

two hundred fifty hours of work is a disappointment. For these dedicated

MMO players, the possibility of reaching the highest level is simply justifica­

tion for what they really love most: getting better.

No wonder Nick Yee, a leading researcher of MMOs and the first person

to receive a PhD for studying WoW, has argued that the MMOs are really

massively multiplayer work environments disguised as games. As Yee observes,

“Computers were made to work for us, but video games have come to demand

that we work for them.” This is true—but, of course, we are really the ones

who are asking to have more work. We want to be given more work—or rather,

we want to be given more satisfying work.

This brings us to our next fix for reality:

A FIX #3: MORE SATISFYING WORK

Compared with games, reality is unproductive. Games give us

clearer missions and more satisfying, hands-on work.

Satisfying work always starts with two things: a clear goal and actionable

next steps toward achieving that goal. Having a clear goal motivates us to act:

we know what we’re supposed to do. And actionable next steps ensure that we

can make progress toward the goal immediately.

What if we have a clear goal, but we aren’t sure how to go about achieving

56 | R E A L I T Y I S B R O K E N

it? Then it’s not work—it’s a problem. Now, there’s nothing wrong with having

interesting problems to solve; it can be quite engaging. But it doesn’t neces­

sarily lead to satisfaction. In the absence of actionable steps, our motivation

to solve a problem might not be enough to make real progress. Well-designed

work, on the other hand, leaves no doubt that progress will be made. There is

a guarantee of productivity built in, and that’s what makes it so appealing.

WoW offers a guarantee of productivity with every quest you undertake.

The world is populated by thousands of characters who are willing to give you

special assignments—each one presented on an individual scroll that lists a

clear goal, and why it matters, followed by actionable steps: where to go, step­

by-step instructions for what to do when you get there, and a concrete measure

of proof you’re expected to gather to demonstrate your success. For example,

here is an annotated version of a typical WoW quest:

QUEST: A Worthy Weapon

Bring the Blade of Drak’Mar to Jaelyne Evensong at the Argent

Tournament Grounds. (This is your goal.)

Of all the times to have such rotten luck! My tournament blade

has gone missing and I need it for a match this afternoon. (And

this is why your goal matters.)

One of the bards tells me that travelers used to present winter hy­

acinths to a lonely maiden in return for gifts. Those hyacinths grow

only on the ice flowing from the Ironwall Dam, on Crystalsong

Forest’s northwestern border with Icecrown. (This is where to go.)

Gather the flowers and take them to Drak’Mar Lake in northeast­

ern Dragonblight, near its border with Zul’Drak and Grizzly Hills.

(These are your step-by-step instructions.)

Return to Jaelyne Evensong in Icecrown and deliver the Blade.

(This is your proof of completion.)

More Satisfying Work | 57

When you’re on a WoW quest, there’s never any doubt about what you’re

supposed to do, or where or how. It’s not a game that emphasizes puzzle solv­

ing or trial-and-error investigation. You simply have to get the job done, and

then you will collect your rewards.

Why do we crave this kind of guaranteed productivity? In The How of Hap­

piness, Sonja Lyubomirsky writes that the fastest way to improve someone’s

everyday quality of life is to “bestow on a person a specific goal, something to

do and to look forward.”10 When a clear goal is attached to a specific task, she

explains, it gives us an energizing push, a sense of purpose.

That’s why receiving more quests every time we complete one in World of

Warcraft is more of a reward than the experience points and the gold we’ve

earned. Each quest is another clear goal with actionable steps.

The real payoff for our work in WoW is to be rewarded with more oppor­

tunities for work. The design of the work flow is key here: the game constantly

challenging you to try something just a little bit more difficult than what

you’ve just accomplished. These microincreases in challenge are just big

enough to keep sparking your interest and motivation—but never big enough

to create anxiety or the sense of an ability gap. As one longtime World of War­

craft player explains, “When accepting a quest, you rarely have to question if

you can complete it; you just need to figure out when you can fit it into your

jam-packed hero schedule.”11 This endless series of goals and actionable steps

is exactly what makes World of Warcraft so invigorating.

MOTIVATION AND REASONABLY assured progress: this is the start of satisfy­

ing work. But to be truly satisfied, we have to be able to finish our work as

clearly as we started it. To finish work in a satisfying way, we must be able to

see the results of our efforts as directly, immediately, and vividly as possible.

Visible results are satisfying because they mirror back to us a positive sense

of our own capabilities. When we can see what we’ve accomplished, we

build our sense of self-worth. As Martin Seligman, one of the founders of

positive psychology, argues, “The most important resource-building human

trait is productivity at work.”12 The key here is resource building: we like

58 | R E A L I T Y I S B R O K E N

productive work because it makes us feel that we are developing our personal

resources.

The famous heads-up display of World of Warcraft, which shows us our

improvement in real time, is all about making our own resource building

more visible. It constantly flashes positive feedback at players: +1 stamina, +1

intellect, +1 strength. We can count our own internal resources by these

points, watching as we become more and more resourceful with every effort

we make: able to inflict or sustain more damage, or able to cast more power­

ful spells.

We can also see the self-improving results of our game work just by looking

at our avatar, which visibly bears more impressive armors, weapons, and jew­

els over time. And many players install a game modification that can show

them a complete history of every quest they’ve completed—the ultimate, tan­

gible record of work well done.

And it’s not just self-improvement. At the highest levels of the game, during

the most collaborative game missions, the raids, collective improvement is the

focus. Players may join what are called “guilds,” or long-term alliances with

other players, to complete the most difficult raids. One popular WoW guide

explains, “Raiding is about building and maintaining a team, a close-knit

group of players who progress together.”13 As the guild’s raid statistics and

achievement statistics measurably improve, the satisfaction of resource build­

ing is amplified by celebrating it with so many others.

But perhaps the most compelling form of feedback we get from working in

the World of Warcraft isn’t strictly about us. It’s a visual effect called phasing,

which is designed to vividly show us our impact on the world around us.

This is how phasing works: When I play an MMO on my computer, most

of the game content isn’t on my hard drive. It’s on a remote server that’s pro­

cessing the game experiences for me and thousands of other players at the

same time. For the most part, if I’m in one part of the game world on my

computer, and you’re in the same part of the game world on your computer,

and we’re both playing on the same server, we see exactly the same world. The

game server sends us exactly the same visual data about who’s there, what

they’re doing, and what the environment looks like.

More Satisfying Work | 59

But in phasing, the server compares the game histories of different players

in the environment and shows each player a different version of the world

depending on what they’ve accomplished. When you complete a heroic quest

or a high-level raid, your virtual world literally changes—you see different

things from someone who hasn’t finished the quest or raid. As one WoW FAQ

explains: “Did you help a faction conquer an area? When you next return

they’ll have a camp set up with vendors and other services, and all the bad

guys are gone! The same area now serves a different purpose reflecting your

earlier work.”14

It’s a very powerful special effect. We’re not only improving our characters;

we’re improving the whole world. As one player writes in an enthusiastic re­

view of the phasing content, “Whether this is achieved though technical wiz­

ardry or just straight-up magic is unclear. Its integration is seamless, and it’s

incredibly satisfying. You feel like your actions are having a significant impact

on the world around you.”15

That is, after all, one of things we crave most in life. In his study The Plea­

sures of Sorrow and Work, Alain de Botton argues that work is “meaningful

only when it proceeds briskly in the hands of a restricted number of actors and

therefore where particular workers can make an imaginative connection be­

tween what they have done with their working days and their impact upon

others.”16 In other words, we have to both be close enough to the action and

see the results directly and quickly enough for work to satisfy our craving to

make an impact. When we don’t have visible results that we can clearly link

to our own efforts, it is impossible to take real satisfaction in our work. Unfor­

tunately, for many of us this is true of our everyday work lives.

In Shop Class as Soul Craft, author and motorcycle mechanic Matthew

Crawford reflects on the psychological differences between manual labor and

everyday office work. As he observes:

Many of us do work that feels more surreal than real. Working in

an office, you often find it difficult to see any tangible result from

your efforts. What exactly have you accomplished at the end of

any given day? Where the chain of cause and effect is opaque and

60 | R E A L I T Y I S B R O K E N

responsibility diffuse, the experience of individual agency can be

elusive. . . . Is there a more “real” alternative?17

While it may not be the solution Crawford is referring to, games like World

of Warcraft are just that: a more “real” alternative to the insubstantiality of so

much everyday work. Although we think of computer games as virtual experi­

ences, they do give us real agency: the opportunity to do something that feels

concrete because it produces measurable results, and the power to act directly

on the virtual world. And, of course, gamers are working with their hands,

even if what they’re manipulating is digital data and virtual objects. Until and

unless the real work world changes for the better, games like WoW will fulfill

a fundamental human need: the need to feel productive.

That’s what it takes for work to satisfy us: it must present us with clear, im­

mediately actionable goals as well as direct, vivid feedback. World of Warcraft

does all of this brilliantly, and it does so continuously. As a result, every single

day, gamers worldwide spend a collective 30 million hours working in World

of Warcraft. With its thousands of potential quests, its ever-elusive endgame,

and a server that generates more obstacles and opponents for you every time

you log on, it is without a doubt one of the most satisfying work systems ever

engineered. Even people who love their real jobs can be seduced by the bliss­

ful productivity it provokes in us—myself included.

The first time I sat down to play the game, my friend Brian cheerfully

warned me that “World of Warcraft is the single most powerful IV drip of

productivity ever created.”

He wasn’t kidding. That weekend, I spent twenty-four hours playing

WoW—which was about twenty-three more hours than I’d intended.

What can I say? There was a lot of world-saving work to do.

Every time I completed a quest, I racked up experience points and gold.

But more important than the points or treasure, from the moment I entered

the online Kingdom of Azeroth, I was rich with goals. Every quest came with

clear, urgent instructions—where to go, what to do, and why the fate of the

kingdom hung in the balance of my getting it done as soon as possible.

When Monday morning came around, I resisted the idea of going back to

More Satisfying Work | 61

“real” work. I knew this wasn’t rational. But some part of me wanted to keep

earning experience points, stacking up treasure, collecting my plus-ones, and

checking off world-saving quests from my to-do list.

“Playing WoW just feels way more productive,” I remember telling my

husband.

I did go back to real work, of course. But it took me a while to shake the

feeling that I’d rather be leveling up. Part of me felt like I was accomplishing

more in the Kingdom of Azeroth than I was in my real life. And that’s exactly

the IV drip of productivity that World of Warcraft is so good at providing. It

delivers a stream of work and reward as reliably as a morphine drip line.

When we play WoW, we get blissed out by our own productivity—and it

doesn’t matter that the work isn’t real. The emotional rewards are real—and

for gamers, that’s what matters.

WORLD OF WARCRAFT is an example of extreme-scale satisfying work. Players

commit to this work environment for extraordinary periods of time.

But there are also microexamples of games that generate the rewarding

sense of capability and productivity. They’re called “casual games,” and they

provide satisfying work in very quick bursts of productive play: as short as a few

minutes to an hour. When interspersed with everyday work, they can be sur­

prisingly boosting to everyday life satisfaction.

“Casual games” is an industry term for games that tend to be easy to learn,

quick to play, and require far less computer memory and processing power

than other computer and video games. (They’re often played online in Web

browsers, or on mobile phones.)

These games require less of a commitment than most video games: a casual

game player might play his or her favorite game for just fifteen minutes a day,

a few times a week.

Even if you don’t consider yourself a gamer, you’ve probably played some

casual games—including the versions of solitaire and Minesweeper that come

preinstalled on so many computers. Other iconic casual games include Bejew­

eled, in which the goal is to rearrange brightly colored gems into sets of three;

62 | R E A L I T Y I S B R O K E N

Diner Dash, a simulation of being a waitress; and one of my own personal

favorites, Peggle, which requires you to aim and shoot balls to knock out pegs

from a kind of psychedelic pachinko board.

Most casual games are single-player, allowing gamers to sneak in a few

minutes of play for themselves whenever they need it most. And one of the

places we seem to need the boost of gaming most is, perhaps not surprisingly,

at the office.

A recent major survey of high-level executives, including chief executive

officers, chief financial officers, and presidents, revealed that 70 percent of

them regularly play casual computer games while working. That’s right: the

vast majority of senior executives report taking daily computer game breaks

that last on average between fifteen minutes and one hour.

How do these executives explain their tendency to play while working?

Most of them say they turn to games to feel “less stressed out.” This makes per­

fect sense—casual games are undoubtedly more effective than more passive

ways of decreasing stress at work, like browsing the Web. By tackling an un­

necessary obstacle in the middle of the workday, these executives are trigger­

ing a sense of self-motivation. They’re shifting their mental awareness from

the externally applied pressures of real work, or negative stress, to the inter­

nally generated pressure of game work, or positive stress. The executives re­

ported feeling “more confident, more energetic, and more mentally focused”

after playing a quick computer game—all hallmarks of eustress.

But even more interestingly, more than half of these gameful executives

say they play during work in order “to feel more productive.”18 Now this is a

statement that sounds crazy on the face of it—playing games to feel more pro­

ductive at work? But this speaks to how much we all crave simple, hands-on

work that feels genuinely productive. We turn to games to help us alleviate

the frustrating sense that, in our real work, we’re often not making any progress

or impact.

As de Botton writes: “Long before we ever earned any money, we were

aware of the necessity of keeping busy: we knew the satisfaction of stacking

bricks, pouring water into and out of containers and moving sand from one

pit to another, untroubled by the greater purpose of our actions.”19 In casual

More Satisfying Work | 63

games, there is no greater purpose to our actions—we are simply enjoying our

ability to make something happen.

WHETHER IT’S A SHORT , simple burst of video game productivity or entering

into sprawling worlds designed to engage us in endless campaigns of satisfying

activity, playing games can give us a taste of that elusive sense of individual

agency and impact in a world where the work we do may be challenging, but

our efforts often seem fruitless.

The best-designed game work feels more productive because it feels more

real: the feedback comes stronger and faster, and the impact is more visible

and vivid. And for many of us who aren’t gratified enough by our day-to-day

jobs or don’t feel like our work is having a direct impact, gameful work is a

real source of reward and satisfaction.

On the other hand, as gratifying as it is to rack up achievements and get

the job done, it can be equally energizing—but in a very different way—to

fail, fail, fail. This brings us to our next intrinsic reward, which is a kind of

counterbalance to the experience of satisfying work. It’s the hope—but not

necessarily the achievement—of success.

C H A P T E R F O U R

Fun Failure and

Better Odds of Success

No one likes to fail. So how is it that gamers can spend 80 percent of the time failing, and still love what they’re doing?” Games researcher Nicole Lazzaro likes to stump audiences with tough questions, and this is one of her favorites. Lazzaro, an expert on game­

play emotions, has been working in the game industry for twenty years as a

design consultant. She reports her research findings and design recommenda­

tions to the industry annually at the Game Developers Conference. And per­

haps her most significant finding yet is this: gamers spend nearly all of their

time failing. Roughly four times out of five, gamers don’t complete the mis­

sion, run out of time, don’t solve the puzzle, lose the fight, fail to improve

their score, crash and burn, or die.1

Which makes you wonder: do gamers actually enjoy failing?

As it turns out, yes.

Lazzaro has long suspected that gamers love to fail, and a team of psycholo­

gists at the M.I.N.D. Lab in Helsinki, Finland, recently confirmed it with sci­

entific evidence. When we’re playing a well-designed game, failure doesn’t

disappoint us. It makes us happy in a very particular way: excited, interested,

and most of all optimistic.2

Fun Failure and Better Odds of Success | 65

If that finding surprises you, then you’re not alone—the Finnish research­

ers weren’t expecting that result, either. But today, the “fun failure” study is

considered one of the most important findings in the history of video game

research.3 It helped pinpoint for the first time exactly how a well-designed

game helps players develop exceptional mental toughness.

Why Failure Makes Us Happy

The M.I.N.D. Lab is a state-of-the-art psychophysiology research center,

packed with biometric systems designed to measure emotional response: heart

rate monitors, brain wave monitors, electrical sensors, and more.

In 2005, to kick off a new research effort focused on emotional response to

video games, the lab invited thirty-two gamers to play the highly popular Super

Monkey Ball 2 while hooked up to the biometric monitors. In the bowling-

style game, players roll “monkey balls,” or transparent bowling balls with mon­

keys inside them, down crooked bowling lanes that happen to be floating in

outer space. Throw a gutter ball at any point, and the monkey rolls right off

the edge of the lane, whirling off into the atmosphere.

While the gamers played, the researchers measured three indicators of emo­

tional engagement: heart rate, because we pump blood faster when we’re emotion­

ally aroused; skin conductivity, because we sweat more when we’re under stress;

and electrical activation of the facial muscles, because we move certain muscles

like the zygomaticus major muscle, which pulls the corners of the mouth back

and up into a smile, when we’re happy.

After collecting all of this physiological data, the researchers compared it

against a log of key gameplay events—just before rolling the monkey ball, the

moment of a successful strike, just after a gutter ball, and so on. Their goal: to

identify what triggered the strongest emotional reactions, both positive and

negative.

The M.I.N.D. Lab team expected that gamers would exhibit the stron­

gest positive emotion when they earned high scores or when they completed

difficult levels—in other words, during the triumphant fiero moments. The

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players did indeed show peaks of excitement and satisfaction during these

moments. But the researchers noticed another set of positive emotion peaks

that caught them off guard. They found that players exhibited the most potent

combination of positive emotions when they made a mistake and sent the

monkey ball veering off the side of the lane. Excitement, joy, and interest shot

through the roof the second they lost their monkey ball.

Initially, the researchers were perplexed by the gamers’ positive emotional

reaction to “complete and unquestionable failure in the game.” When we fail

in real life, we are typically disappointed, not energized. We experience di­

minished interest and motivation. And if we fail again and again, we get more

stressed, not less. But in Super Monkey Ball 2, failure seems to be more emo­

tionally rewarding than success.

What was so interesting about failure in Super Monkey Ball 2? And why

would it make gamers happier than winning?

The M.I.N.D. Lab interviewed the players and consulted with game de­

signers in order to make sense of their findings. After much consideration, they

concluded: failure in Super Monkey Ball 2, in an odd way, was something

players could be proud of.

Whenever a player made a mistake in Super Monkey Ball 2, something very

interesting happened, and it happened immediately: the monkey went whirl­

ing and wailing over the edge and off into space. This animation sequence

played a crucial role in making failure enjoyable. The flying monkey was a

reward: it made players laugh. But more importantly, it was a vivid demonstra­

tion of the players’ agency in the game. The players hadn’t failed passively.

They had failed spectacularly, and entertainingly.

The combination of positive feeling and a stronger sense of agency made the

players eager to try again. If they could send a monkey into outer space, then

surely they could knock over a few bowling pins or roll over a few more bananas

next time.

When we’re reminded of our own agency in such a positive way, it’s almost

impossible not to feel optimistic. And that’s the positive effect the research­

ers were measuring in the M.I.N.D. Lab: excitement, joy, and interest. The

more we fail, the more eager we are to do better. The researchers were able

Fun Failure and Better Odds of Success | 67

to demonstrate this: the right kind of failure feedback is a reward. It makes us

more engaged and more optimistic about our odds of success.

Positive failure feedback reinforces our sense of control over the game’s

outcome. And a feeling of control in a goal-oriented environment can create

a powerful drive to succeed. Another player describes this phenomenon

perfectly: “Super Monkey Ball is pretty much the dictionary definition of

addictive. It brilliantly balances the intense frustration at failing to complete

a course with the absolute desire to have ‘just one more go.’”4 To optimists, set­

backs are energizing—and the more energized we get, the more fervently we

believe that success is just around the corner. Which is why, on the whole,

gamers just don’t give up.

We aren’t used to feeling so optimistic in the face of things that are ex­

tremely difficult for us. That’s why so many gamers relish wickedly hard game

content. Nearly every review you’ll find of the Super Monkey Ball games

praises them with descriptions such as “insanely frustrating” and “fiendishly

difficult.” We like it that way, precisely because it’s so rare in real life to feel

sincere, unabashed hope in the face of such daunting challenges.

It helps, of course, that gamers believe they have every chance of success

when they sit down to play a new game. Justifiable optimism is built right in

to the medium. By design, every computer and video game puzzle is meant

to be solvable, every mission accomplishable, and every level passable by a

gamer with enough time and motivation.

But without positive failure feedback, this belief is easily undermined. If

failure feels random or passive, we lose our sense of agency—and optimism

goes down the drain. As technology journalist Clive Thompson reminds us,

“It’s only fun to fail if the game is fair—and you had every chance of success.”5

That’s why Nicole Lazzaro spends so much time consulting with game

developers about how, exactly, to design failure sequences that are spectacular

and engaging. The trick is simple, but the effect is powerful: you have to show

players their own power in the game world, and if possible elicit a smile or a

laugh. As long as our failure is interesting, we will keep trying—and remain

hopeful that we will succeed eventually.

Which gives us our next fix for reality:

68 | R E A L I T Y I S B R O K E N

A FIX #4: BETTER HOPE OF SUCCESS

Compared with games, reality is hopeless. Games eliminate

our fear of failure and improve our chances for success.

In many cases, that hope of success is more exciting than success itself.

Success is pleasurable, but it leaves us at a loss for something interesting to

do. If we fail, and if we can try again, then we still have a mission.

Winning tends to end the fun. But failure? It keeps the fun going.

“Games don’t last forever,” says Raph Koster, a leading creative director of

online games and virtual worlds. “I play something I’m good at, I get really far

and do really well, then I get bored.”6 And that’s when he stops playing and

moves on to the next game. Why? Because being really good at something is

less fun than being not quite good enough—yet.

Koster has written a book much beloved in the game industry, A Theory of

Fun for Game Design, in which he argues that games are “fun” only as long

as we haven’t mastered them. He writes, “Fun from games arises out of mastery.

It arises out of comprehension. . . . With games, learning is the drug.” And

that’s why fun in games lasts only as long as we’re not consistently successful.7

It’s something of a paradox. Games are designed for us to learn them, get

better at them, and eventually be successful. Any gamer who puts in the effort

can’t help but get better. And yet the better we are at a game, the less of a

challenge it presents. Harder levels and tougher challenges can keep the feel­

ing of “hard fun” alive for a while. But if we keep playing, we keep getting

better—and so it’s inevitable: the unnecessary obstacle becomes less of an

obstacle over time.

That’s why, Koster says, “the destiny of games is to become boring, not to be

fun. Those of us who want games to be fun are fighting a losing battle against

the human brain.”8 Fun will always morph into boredom, once we pass the

critical point of being reliably successful. This is what makes games consum­

able: players wring all the learning (and fun) out of them.

Fun Failure and Better Odds of Success | 69

Fun failure is a way to prolong the game experience and stretch out the

learning process. Meanwhile, when we can enjoy our own failure, we can

spend more time suspended in a state of urgent optimism—the moment of

hope just before our success is real, when we feel inspired to try our hardest

and do our best.

Learning to stay urgently optimistic in the face of failure is an important

emotional strength that we can learn in games and apply in our real lives.

When we’re energized by failure, we develop emotional stamina. And emo­

tional stamina makes it possible for us to hang in longer, to do much harder

work, and to tackle more complex challenges. We need this kind of optimism

in order to thrive as human beings.

Scientists have found that optimism is closely correlated to a higher quality

of life in pretty much every way imaginable: better health, a longer life, less

stress and anxiety, more successful careers, better relationships, more creativ­

ity, and more resilience in the face of adversity. This isn’t surprising: optimism

is what allows us to take action to improve our lives, and the lives of others. It

allows us to flourish—to create the best life possible for ourselves. Flourishing

isn’t about pleasure or satisfaction; it’s about living up to our fullest potential.

And to truly flourish, we have to be optimistic about our own abilities and

opportunities for success.

In fact, optimism about our own abilities not only makes us happier in the

moment, it also increases our likelihood of success and feeling happier in

the future. Numerous studies have shown that students, executives, and ath­

letes are consistently more successful if they agree with statements like “I have

the ability to change things with my actions” or “I am in control of my own

fate.”9 Other studies show that when we’re in an optimistic state of mind, we

pay more attention, think more clearly, and learn faster.10 Hope primes our

minds for real success.

Of course, it’s possible to go overboard: too much optimism can be as harmful

as too little. We have to have the right level of optimism for the occasion. Martin

Seligman recommends adopting what he calls “flexible optimism”: continually

assessing our abilities to achieve a goal, and intensifying or reducing our efforts

accordingly.

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When we practice flexible optimism, we see more opportunities for success—

but we don’t overstate our abilities, and we don’t overestimate the amount of

control we have over an outcome. And we reduce our optimism when we get

feedback that we’re pursuing unattainable goals or operating in a low-control

environment. We recognize that our time and energy would be better spent

elsewhere.

Games are perfect environments for practicing flexible optimism. And we

do need help practicing more flexible optimism in everyday life. Randolph

Nesse, a professor of evolutionary medicine at the University of Michigan,

believes that our happiness depends on it—and has depended on it since the

earliest days of human civilization.

Nesse’s research focuses on the evolutionary origins of depression. Why

does depression exist at all? If it’s stayed in our gene pool for so long, he argues,

there must be some evolutionary benefit. Nesse believes that depression may

be an adaptive mechanism meant to prevent us from falling victim to blind

optimism—and squandering resources on the wrong goals.11 It’s to our evolu­

tionary advantage not to waste time and energy on goals we can’t realistically

achieve. And so when we have no clear way to make productive progress, our

neurological systems default to a state of low energy and motivation.

During this period of mild depression, Nesse theorizes, we can conserve

our resources and search for new, more realistic goals. But if we persist in

pursuing unattainable goals? Then, Nesse proposes, the mechanism kicks into

overdrive, triggering severe depression.

Nesse thinks this mechanism, and our tendency to set unrealistic goals,

may be the cause of much of the current depression epidemic in the United

States. We set extreme goals: fame, fortune, glory, and supersized personal

achievements. We’re encouraged, says Nesse, to believe that we can do any­

thing we set our hearts to, and then we try to achieve dreams that are just

unrealistic. We don’t pay attention to our real skills and abilities, nor do we

put our efforts toward the goals we are capable of achieving. We’re distracted

by extreme dreams—even when our evolutionary mechanism kicks in, signal­

ing our ill-fated efforts.

But games can take us out of this depressive loop. They give us a good

Fun Failure and Better Odds of Success | 71

reason to be optimistic, satisfying our evolutionary imperative to focus on at­

tainable goals. As happiness researcher Sonja Lyubomirsky writes, “We obtain

maximum happiness when we take on flexible and appropriate goals.”12 Good

games provide a steady flow of actionable goals in environments we know are

designed for our success—and they give us the chance to inject some flexible

and appropriate goals into our daily lives whenever we need them most.

The success we achieve in games is not, of course, real-world success. But

for many people it is more realistic than the kinds of success we put pressure

on ourselves to achieve—whether it’s money, beauty, or fame.

It’s depressing to spend our lives pursuing unrealistic goals. For anyone

who wants to opt out of this culture of extreme dreaming, games help enor­

mously: they shift our attention away from depressing goals and train us to be

more flexibly optimistic. Today’s best games help us realistically believe in our

chances for success.

Of course, this might not be a perfect solution to the problem of unattain­

able goal setting in contemporary society. But in the meantime, it does make

us feel better and builds our capacity for flexible optimism. We can opt out of

whatever “the dream” is supposed to be, and focus our efforts instead on goals

that give us real practice at working hard, getting better, and mastering some­

thing new.

Take, for example, the wildly popular video game Rock Band 2. The musi­

cal rhythm video game series has probably given us more exciting, realistic

goals than any other video game in the history of the medium. It racked up

more than a billion dollars of sales in its first year.13 And along the way to

becoming the number one best-selling game of 2009, as well as one of the

most successful video games of all time, it has turned millions of players into

aspiring hopefuls—and spectacular failures.

The Hope of Rock Star Success

To be a rock star is shorthand in our culture for supersized success. It’s one of

our favorite symbols of status and fame—and it’s something that virtually none

72 | R E A L I T Y I S B R O K E N

of us has any real hope of achieving. But when you play Rock Band 2, you get

to aspire to rock stardom, with a knowing wink.

Rock Band is a game for up to four friends who perform the role of rock

stars by singing into a microphone, banging on a plastic drum kit, and pressing

out chords on plastic guitars with buttons instead of strings. You follow musi­

cal cues from the game, which tell you which combination of notes to hit—or

sing—and when. All the while, your customizable rock star avatar appears on

the screen, rocking out on a stage.

Of course, you won’t become a real rock legend by playing a video game.

But you do get to perform alongside friends and family, playing the hits and

adopting the role of ultimate rock stars: the Who, the Grateful Dead, Pearl

Jam, Nirvana, Guns N’ Roses, the Rolling Stones, Bob Dylan, and the Beatles,

to name a few. And you’re performing the role in a way that feels genuine

because it’s such an active, hands-on experience.

When you are on vocals, you’re singing the actual lyrics, and you have to

sing well—the microphone has a pitch register to detect if you’re singing the

right notes at the right times. The drums are also a fairly realistic stand-in,

with four different pressure-sensitive drum pads arranged at realistic heights,

a drum pedal, and two cymbal add-ons. When you’re hitting away with your

drumsticks, trying to match the timing and arrangement of the falling notes

on the screen, you really are making a rhythmic noise. Even professional

drummers have remarked that it serves as a reasonable approximation of real

rock drumming.14

As for the guitar and the bass—well, that’s a more abstract kind of music

making. Jesper Juul, a well-known academic researcher of video games, calls

it the difference between “playing music,” or actually making the musical

sounds, and “performing music,” or doing complex actions that get translated

into musical sounds.15

Holding down different combinations of button frets sort of feels like using

different frets to play different chords, and toggling the strum bar back and

forth sort of feels like strumming the strings. More realistically, you’re playing

according to the same rhythms as a real guitarist would, and your fingers are

moving deftly around the way they might on a real fret board. It’s not playing

Fun Failure and Better Odds of Success | 73

real music, but it’s performing musical and rhythmic actions in a way that feels

closely connected to the actual song.

On all the instruments, the more accurately you hit your notes, the better

and fuller the backing song tracks sound. If you’re messing up on drums, the

drum track disappears from the song. If you’re hitting only half your guitar

notes, the guitar track sounds spotty. But if the entire band is playing success­

fully, the song is virtually identical to the original artist’s track.

Alex Rigopulos, one of the creators of the Rock Band series, has said that one

of the goals of the game is for “the music to come alive when you’re playing.”16

And that’s the best way to describe the sensation of playing the game. Although

you’re not really “playing” the music, you are making the music come to life.

You can really hear the impact of your efforts in the song that’s produced—and

hopefully you’re making it sound better. The more complicated your finger

work or rhythm work, or the more demanding the pitch detector is of you, the

more real the connection between your work and how the song feels.

Every step up the difficulty chart gives you a more complicated set of mu­

sical actions to perform. And each added layer of complexity feels more closely

connected to the real musical work of the song: more complex chords or deftly

syncopated drumbeats or pitch perfection.

For all of these reasons, getting better at Rock Band feels like a truly worthy

goal. You are mastering your favorite songs in a way that will let you connect

and interact with them, and potentially perform them in front of an audience.

This is perhaps the game’s biggest secret to cultivating the hope of success:

the Rock Band gaming culture extends many, many opportunities to perform

in front of audiences. You can perform in front of friends and family in your

own home. You can go to bars in just about every major city to participate in

Rock Band game nights and perform on a real stage. And Rock Band is also

one of the most popular choices for live video game tournaments these days.

The possibility of not only mastering a song, but also showing off that mas­

tery to others, amplifies the optimistic drive. And fortunately for players who

want to really master the hard and extreme versions of their favorite songs,

failure in Rock Band is about as entertaining and energizing as failure can get.

The fun of Rock Band failure starts with the audio effects. If you get behind

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the beat or off your pitch or hit too many wrong notes, the song audibly starts

to fall apart. First you hear bad notes in the musical accompaniment. Then

you hear heckles and boos from the crowd. The more you fail, the more the

song falls apart. Eventually, if you’re bad enough, the visual effects kick in:

you’ll be booed off the stage by the animated crowd while your avatar pouts

and skulks around the stage and all the band members shake their fists and

scowl at each other. It’s a highly entertaining fail sequence—so over-the-top

that you can’t help but laugh at yourself.

Even better, the “fail sequence” in real life is often more entertaining than

the online version. When your performance power bar hits the red zone, in­

dicating that you are about to be booed offstage, you can’t help yourself: you

give it one last shot, whaling away at your instrument the best you can. You

fling the drumsticks around like crazy, or strain your vocal chords to the far­

thest extremes of your range, or mash the plastic guitar frets and thrash your

strum button like a maniac. That last desperate rush of play is energizing even

if you’re playing alone—but when you’re playing with at least one other per­

son, it’s also hysterically funny.

Combined with the positive emotions that this kind of spectacular fail­

ure sparks, you also get a bit of crucial information every time you wipe out

on a song: an exact percentage readout of how far in the song you got before

being booed off the stage. This information shows you what you’ve positively

accomplished—even if it’s only 33 percent, you’ve survived a third of the way

through the song. You haven’t so much failed as achieved partial success. And

the higher your percentage gets, the more capable and confident you feel—

and the desire for one more go at the song kicks in.

This desire isn’t misdirected: the game environment supports your hope of

success in several key ways. For instance, each player in your band can select

a different difficulty level, meaning your experienced drummer can play on

hard while your vocalist scrapes by on medium and your beginner guitarist

takes it easy. This allows each player to set his or her own customized and

realistic goal, while still playing the same song with the group.

If you’re playing with friends, you can also “save” each other from musical

disaster. If the bassist wipes out, the guitarist can play a spectacular solo and

Fun Failure and Better Odds of Success | 75

revive her. If the drummer fails, the singer can belt the chorus perfectly to

bring him back into the game. You can actually fail and be revived by other

band members twice before you get booed off for good. And, crucially, saves

are dependent on the successful effort of another band member. One mem­

ber’s failure pushes the others to do better.

The real-time feedback from the game also makes it easy to learn from your

mistakes. When you’re playing the drum or string instruments, you get visual

confirmation of every note you hit or miss. You know instantly that you’re off

the beat or getting your chords wrong, and it’s easy to identify exactly where

you’re getting tripped up. When you’re the singer, you can watch the musical

staff to see if you’re perfectly on pitch, sharp, or flat. You can adjust in real

time, sliding up or down to hit the right note—and after a few goes at the same

song, you actually start to sound better.

All of these features make Rock Band feel like a learning environment. And

playing really does seem to help us grow musically, even if it’s just a better

understanding of the rhythms and tracks of songs we’ve always loved, or a

greater confidence performing in front of friends and family.

Moreover, research suggests that players of music video games are increas­

ingly driven to play real musical instruments. In a 2008 study of more than

seven thousand Rock Band and Guitar Hero players, 67 percent of the non­

musicians in the group reported that they had been inspired to pick up a real

instrument since they’d started playing the video games. Meanwhile, 72 per­

cent of the gamers who considered themselves musicians reported that they’d

spent more time playing their real instruments since beginning to play music

video games.17

No major research has been published yet on whether games like Rock

Band confer real musical ability. But these games are without a doubt confer-

ring real optimism, which in turn inspires real musical participation.

YOU CAN PLAY Rock Band alone—practicing any of the four instruments by

yourself—but gamer surveys indicate that hardly anyone does. In fact, a 2008

study by the Pew Internet & American Life Project looked at the role of video

76 | R E A L I T Y I S B R O K E N

games in family life and explicitly credited music video games like Rock Band

for increasing the amount of time gamers of all ages spend playing together.

It’s no coincidence that one of the most optimism-building video games is

also one of the most social. One of the biggest hopes we have for our own

success is to share it. We want others to see our strengths, and to reflect our

achievements back to us. Success, as they say, means nothing alone. For all

the positive feedback that a game can give us, we crave the praise and admira­

tion of our friends and family even more.

In fact, studies have shown that optimism makes us more likely to seek out

social support and develop strong relationships.18 When we feel a strong sense

of agency and motivation, we draw other people closer into our lives. And

that’s why so much of the fun failure we experience in games is increasingly

taking place in a social context. More and more, we are inviting our friends

and family to play with us, whether it’s in person or online. We seek out op­

portunities to perform our favorite games in front of audiences. And we form

long-term teams, like our World of Warcraft guilds and our rock bands.

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.

C H A P T E R F I V E

Stronger Social Connectivity

More than 5 million people are playing the online word game Lexu­lous on Facebook. And most of them are playing it with their moms. When the game was released in 2007, it became the first Facebook application to achieve a mass audience, and the familiarity of the

gameplay was one of its main attractions. If you know how to play Scrabble,

then you already know how to play Lexulous—it’s just a slightly modified and

unauthorized version of the classic board game, combined with online chat.1

There’s no time limit on turns, and games stay active even when you log out

of the social network. Whenever it’s your turn, Facebook sends you an alert to

your home page, your e-mail, or your mobile phone.

Here’s how one Lexulous reviewer sums up its cross-generational appeal:

“Everyone in your social network, even your mom, knows how to play Scrab­

ble.”2 No doubt that’s why so many of the online rave reviews include the

phrase “my mom”—like this one: “I live in Atlanta, and my mom’s in Texas.

We love to have game night across the miles. Although I am sure she needs a

break from me kicking her butt all of the time. (Love you, Mom!)”3

I’ve been reading game reviews for most of my life and I’ve never seen

anything close to this many mom references. In fact, it’s not that much of a

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stretch to say that, for many, the primary reason they play Lexulous is to have

an excuse to talk to their mom every day.

It’s not just online reviews that have given me this suspicion—there’s pho­

tographic evidence as well. Lexulous games are private, but players often post

screenshots of their most triumphant moments on photo-sharing sites like

Flickr and Photobucket. In these screenshots, which usually have titles like

“Online Scrabble with Mom” or “In Which I Beat My Mother at Lexulous,”

you get a glimpse of the kind of everyday familial checking-in that runs along­

side the wordplay.4 Much of the chat is mundane game talk, but you also see

a constant stream of catching up, like these messages spied on Flickr: “Have

you started your internship yet? How is that going?”5 and “Knee still hurt.

Putting a lot of ice on it.”6 Or “What are you doing after work?” and “Your

stepfather says hello.”7 Some chat messages simply express users’ happiness to

be playing together, like this one from a mom to two daughters: “Glad to see

you two, even if you do spank me when we play. :)”8 Of course, there are tons

of messages that simply say: “I love you.”9

Judging from the shared screenshots, it’s not just moms whom players use

Lexulous to keep in touch with daily. There are also plenty of running games

against dads, cousins, siblings, in-laws, former coworkers, faraway friends, and

spouses on business trips. (That’s when I most frequently play Lexulous—I

keep a game running against my husband when I’m traveling for work. It helps

me feel like we’re actually doing something together, not just checking in.)

Because you don’t have to be online playing at the same time, it’s easy to

organize a game with anyone else, no matter where or how busy they are. You

can easily keep up with the game by playing literally only a few minutes a day.

And by keeping running games going with your real-life friends and family,

you’re ensuring daily opportunities to actively connect with the people you

care about most.

The tight-knit nature of the Lexulous game world wasn’t a necessary out­

come of the game’s design. On Facebook, you can technically start a Lexulous

game with anyone—even people you don’t know—but most people play

against people they already count as Facebook “friends.” Playing Lexulous is

Stronger Social Connectivity | 79

checking in with our loved ones, but with a purpose. For anyone who has ever

needed a gentle reminder to stay in touch, Lexulous provides a motivation. It

helps us stay actively connected, by reminding us that it’s literally “our turn”

to say something. And when there’s a game on the line, suddenly staying in

touch is not just pleasant and gratifying—it is also addictive.

The secret to the addictiveness of Lexulous is its asynchronous gameplay:

players don’t have to be online at the same time, and can take their turns when­

ever they want. Some Lexulous games go quickly, with players trading words

every few minutes, but many games go quite slowly, with players taking just

one or two turns a day, or even less often than that.

The unpredictable rhythm of asynchronous play adds a measure of antici­

pation. You’re thinking about your next play, but you don’t know when you’ll

be able to make it. You’re motivated to act, but you have to wait for your

Facebook friends to check back into the game. And because you often have

no idea if your friends are still logged on or paying attention to the game,

there’s an emotional buildup to waiting for their next moves. As one player

puts it, “You have to be addicted AND patient.”10

The addictiveness of the game pushes us to initiate social interaction with

members of our extended social network whom we might ordinarily leave out

of our daily life online. Indeed, starting a new game with someone is making

a commitment to interact with them at least a dozen or so times in the near

future. And when you’ve got five or ten or twenty games going at once, you’ve

effectively scheduled hundreds of microinteractions with people you like into

your everyday routine.

According to user metrics reported in an article in the Wall Street Journal,

on average one-third of registered Lexulous players at any given time have

logged in at least thirty straight days in a row.11 This is a measure of the remark­

able stickiness of social network gaming—it capitalizes brilliantly on the in­

creased motivation we feel when we play a good game. It leverages our increased

interest and optimism to help us satisfy our often otherwise thwarted desire to

feel more connected with friends and family.

Simply put, social network games make it both easier and more fun to

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maintain strong, active connections with people we care about but who we

don’t see or speak to enough in our daily lives.

Eric Weiner, an independent foreign correspondent and author of The Ge­

ography of Bliss, has covered happiness trends throughout the world. His re­

search has confirmed for him that “our happiness is completely and utterly

intertwined with other people: family and friends and neighbors. . . . Happiness

is not a noun or verb. It’s a conjunction. Connective tissue.”12 Games like Lex­

ulous are intentionally designed to strengthen the connective tissue within our

social networks. Each move we make in the game is a conjunction.

We clearly need more social conjunctions in our lives. As numerous econ­

omists and positive psychologists have observed, globally we make the mistake

of becoming less social the richer we become as individuals, and as a society.

As Weiner observes: “The greatest source of happiness is other people—and

what does money do? It isolates us from other people. It enables us to build

walls, literal and figurative, around ourselves. We move from a teeming col­

lege dorm to an apartment to a house and, if we’re really wealthy, to an estate.

We think we’re moving up, but really we’re walling off ourselves.”13

Games like Lexulous can help us start chipping away at those walls. Lexu­

lous was the first breakthrough social network game, but since its success, the

genre has experienced dramatic growth—particularly on Facebook. In early

2010, a virtual farming game called FarmVille hit an astonishing benchmark:

90 million active players on Facebook, nearly 30 million of whom log in on

any given day to harvest their virtual crops and tend to their virtual livestock.14

It’s an unprecedented scale of participation in a single online game. Roughly

one in seventy-five people on the planet is currently playing FarmVille, and one

in two hundred people on the planet logs in on any given day to manage and

grow their virtual farm. What accounts for this global popularity? FarmVille is

the first game to combine the blissful productivity of World of Warcraft with the

easy gameplay and social connectivity of Lexulous.

Half the fun of FarmVille is earning experience points and gold in order to

level up and earn access to better crops and farm equipment, more exotic

animals, and a bigger land plot. Every time you log in to the game, you can

improve your stats by undertaking a series of simple, point-and-click tasks:

Stronger Social Connectivity | 81

plow the soil, buy and plant the seeds, harvest the crops, pet your farm ani­

mals. Each crop takes between twelve hours and four days in real time to yield

a harvest, so checking in every day or so becomes a regular habit. You start the

game able to harvest just strawberries and soybeans on a humble two-by-six­

square plot. Over time, you can work your way up to a “mighty plantation”

plot of twenty-two by twenty-two squares, on which you can grow lilies, yellow

melons, and coffee—not to mention care for bunny rabbits, pinto horses, and

golden chickens.

But the real genius of FarmVille is the social layer on top of this immensely

satisfying self-improvement work. The first time you log in to the game, you

see a list of your real-life Facebook friends who are already tending their own

virtual farms. You can make any or all of them your “neighbors” in the game

and visit their farms whenever you want to see how they’re doing.

You don’t interact directly with these neighbors—instead, like most Lexu­

lous play, FarmVille is an entirely asynchronous experience. While you’re

tending your own farm, pop-up windows nudge you to pay attention to your

friends’ and families’ farms: “Chelsea could use help on her farm. Can you

give her a hand?” or “Ralph’s crops are looking a little puny. Could you please

fertilize them?” Most players spend up to half their time in FarmVille helping

others: raking up their leaves, shooing away raccoons, or feeding their chick­

ens. You can also send your neighbors one free gift every day—a virtual avo­

cado tree, a bale of hot pink hay, or a duck, for instance. Meanwhile, whenever

you log back in to the game, you’ll see a list of neighbors who have helped

your farm, and you’re likely to find a pile of presents to accept.

The gifts aren’t real, of course. The favors don’t help you in your everyday

life. But the gesture isn’t an empty one. Every gift or favor someone bestows

upon you helps you achieve your goals in the game. And it’s a virtuous circle.

Every time you see that someone has helped your farm, you feel the urge to

reciprocate. Over time, you build up a rhythm of checking in and helping

others in your social network every single day.

It’s not a good substitute for real interaction, but it helps keep extended

friends and family in our daily lives when we might otherwise be too busy to

stay connected. Games like Lexulous and FarmVille ensure we’ll show up and

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do our part to nurture our relationships daily, and make a gesture of friendship

whenever it’s our turn.

And so we have our fifth fix for reality:

A FIX #5: STRONGER SOCIAL CONNECTIVITY

Compared with games, reality is disconnected. Games build

stronger social bonds and lead to more active social networks.

The more time we spend interacting within our social net­

works, the more likely we are to generate a subset of positive

emotions known as “prosocial emotions.”

Prosocial emotions—including love, compassion, admiration, and devotion—

are feel-good emotions that are directed toward others. They’re crucial to our

long-term happiness because they help create lasting social bonds.

Most of the prosocial emotions that we get from gaming today aren’t neces­

sarily built in to the game design; they’re more of a side effect of spending

more time playing together. Case in point: my husband and I first fell in love

when we spent six weeks in each other’s apartments playing a mystery adven­

ture game called Grim Fandango on my laptop. Falling in love wasn’t so much

anything about that game in particular as it was a result of spending so

much time working together to solve puzzles—not to mention negotiating

who got to control the mouse and keyboard, and when—in order to lead us

through the virtual world. Similarly, any pair or group of people who consis­

tently play a game together, online or face-to-face, will have increased op­

portunities to express admiration for each other, to devote themselves to a

common goal, to express sympathy for others’ losses, and even to fall in love.

(Which reminds me of the most interesting comment I’ve eavesdropped on

by browsing Lexulous screenshots: “Quite a close game again. Loser has to

marry the winner?”15)

Stronger Social Connectivity | 83

But beyond this kind of all-purpose social benefit to playing games together,

there are two specific prosocial emotions that games give us: happy embar­

rassment and vicarious pride. Let’s take a look at why these two prosocial

emotions matter, and how online games generate them better than real-world

interaction.

Happy Embarrassment

If there’s one thing Lexulous players do even better than making obscure

words out of random letters, it’s gently teasing each other in a way that makes

them feel good. And the most effective way they tease each other is through

trash-talking.

Trash-talking, when it’s a playful way to insult your competition, is almost

as important to our enjoyment of social network games as the actual core

gameplay. We crave the distinctly rewarding feeling we get from a good game

when we soundly beat, or are beaten, by people we really like. More impor­

tantly, we crave the experience of teasing each other about it, in private and

in public.

Consider, for example, the following public status updates from Lexulous

players. These statements are visible to all members of their social network

(including, no doubt, the people they are playing against), and sometimes to

the whole world (which is how I happened to see them):

“Playing Lexulous on Facebook with my mom. I’m winning. Hee

hee hee!”16

“I so pwnd my mom!”17

If you’ve never pwned your mom, you’re clearly missing out.

To pwn someone—pronounced “pone” or “pawn,” though most people just

type it—means to achieve such a major victory you can’t help but gloat after­

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ward. It originates from a common typo of the word “own,” since the letters p

and o are next to each other on a standard keyboard; “own” has long been a

popular gamer shorthand for the boastful comment “I’m so good at this game,

I own it.”18

Why is game pwning such an increasingly popular form of social inter action?

And why, when we’re on the receiving end, do we happily put up with it?

Teasing each other, recent scientific research has shown, is one of the fast-

est and most effective ways to intensify our positive feelings for each other.

Dacher Keltner, a leading researcher of prosocial emotions at the University

of California, has conducted experiments on the psychological benefits of

teasing, and he believes that teasing plays an invaluable role in helping us

form and maintain positive relationships.19

“The tease is like a social vaccine,” Keltner explains. “It stimulates the recipi­

ent’s emotional system.” Teasingly trash-talking allows us to provoke each other’s

negative emotions in a very mild way—we stimulate a very small amount of anger

or hurt or embarrassment. This tiny provocation has two powerful effects. First,

it confirms trust: the person doing the teasing is demonstrating the capacity to

hurt, but simultaneously showing that the intention is not to hurt. Just like a dog

might play-bite another dog to show that it wants to be friends, we bare our teeth

to each other in order to remind each other that we could, but never really would,

hurt each other. Conversely, by allowing someone else to tease us, we confirm

our willingness to be in a vulnerable position. We are actively demonstrating our

trust in the other person’s regard for our emotional well-being.

By letting someone tease us, we’re also helping them feel powerful. We’re

giving them a moment to enjoy higher status in our social relationship—and

humans are intensely attuned to shifts in social status. By letting someone else

experience higher status, we intensify their positive feelings for us. Why? Be-

cause we naturally like people more when they enhance our own social status.

This is the essence of happy embarrassment and, according to Keltner’s

research, we’re hardwired to feel it. He has documented the physiological

basis for this complicated social effect in studies of face-to-face playful teasing

and trash-talking. According to Keltner’s findings, the recipient of the tease

Stronger Social Connectivity | 85

almost invariably showed signs of lowered status, followed by an effort at rec­

onciliation: gaze aversion, bowed head, nervous smile, hand touching the

face, and so on. All of this is followed by a fleeting smile, a microexpression

that indicates we actually enjoy being teased by people we trust. Meanwhile,

the more obvious the display of lowered status, the more the teasers reported

liking the teased afterward.

None of this is a conscious process, Keltner’s research shows. We mostly

tease and let ourselves be teased because it feels good. But the reason why

it feels good is that it builds trust and makes us more likable. Most of us

might not realize exactly why it enhances our social connection, but we defi­

nitely feel the emotional net positive after a teasing exchange. And this emo­

tional reward encourages us to practice and repeat the behavior.

With all the pwnage and trash-talking happening in our favorite social

networking games, it’s clear that they are giving us a perfect and much needed

space to practice and perform the good tease. Competitive games in particular

give us an excuse to adopt playful postures of superiority, and to let our friends

and family get away with the same.

We can also lower our status to strengthen our relationships by acting silly.

This helps explain the appeal of the popular video game genre known as

“party games.” A party game is a game that’s meant to be played socially, face-

to-face, and is easy to pick up the first time you try. Rock Band is one of the

most popular party games, and performing like a rock star—not to mention

failing a set—in front of friends and family definitely qualifies as a status­

raising or potentially happy-embarrassing moment.

Or consider WarioWare: Smooth Moves for the Wii, a game that is even

more physical than Rock Band. (The Wii remote controller has an acceler­

ometer that detects hand movements, as well as optical sensors to know where

you’re pointing the device.) Like most party games for the Wii, to play it you

have to perform it. Smooth Moves consists of more than two hundred different

“microgames” that require you to do a silly physical movement quickly: flap

your arms like a bird’s wing, mime twirling a hula hoop, shove virtual dentures

into a virtual grandma’s mouth. You have five seconds to figure out what

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you’re supposed to do, based on the images on the screen. Trying to think and

move that quickly usually results in flailing around, goofy-looking gestures,

and occasionally falling over.

Promotion screenshot and gameplay image of WarioWare: Smooth Moves. (Nintendo Corporation, 2007)

One reviewer reasonably asks: “Games this crazy shouldn’t be this popular,

should they?”20 But they are hugely popular. Smooth Moves has sold more

than 2 million copies. They are easy to learn and quick to deliver emotional

rewards—if you’re willing to pick your virtual nose by shoving your game

controller up and down, you really do trust the people around you.

Vicarious Pride

In a recent major study of more than one thousand gamers, a little-known

prosocial emotion called “naches” ranked number eight on the top ten list of

emotions that gamers say they want to feel while playing their favorite games.

Stronger Social Connectivity | 87

Naches, a Yiddish word for the bursting pride we feel when someone we’ve

taught or mentored succeeds, ranked just below surprise and fiero.21

The term “naches” hasn’t caught on in the gamer world the way “pwn” or

“fiero” has. But players in the study frequently described a kind of vicarious

pride from playing over someone else’s shoulder, and giving advice and en­

couragement—especially on games they themselves had already mastered.

The author of the study, Christopher Bateman, an expert in both cognitive

psychology and game design, adopted the term “naches” to describe this phe­

nomenon, reporting, “Players seem to really enjoy training their friends and

family to play games, with a whopping 53.4 percent saying it enhances their

enjoyment.”22

It’s no surprise that mentoring our friends and family in gameplay makes us

happy and brings us closer together. Paul Ekman, a pioneering emotions re­

searcher and an expert on the phenomenon of naches, explains that this par­

ticular emotion is also likely an evolved mechanism, designed to enhance

group survival. The happiness we get from cheering on friends and family

ensures our personal investment in other people’s growth and achievements.

It encourages us to contribute to someone else’s success, and as a result we

form networks of support from which everyone involved benefits.23 And be­

cause naches is so strongly correlated with survival, Ekman says, we feel it

intensely. We don’t describe ourselves as “bursting with pride” over our own

success, but we do for others; this language suggests that the feeling of naches

is even more explosive than personal fiero.

However, we don’t naturally explode with pride at someone else’s success

if we haven’t helped and encouraged them; too often, we feel jealousy or re­

sentment. If we aren’t actively contributing to the achievement with our sup­

port, then our emotional systems don’t register vicarious pride. To generate

the emotional reward of naches, we have to throw ourselves into the act of

mentoring.

Most parents live in an almost constant state of naches. Unfortunately,

outside of parenthood, we aren’t always alert to opportunities for naches—

among friends, between husband and wife, or from children toward their

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parents—because we don’t have significant incentive or encouragement to

mentor each other in everyday school or work. For the most part, we live in a

culture of individual achievement, or what Martin Seligman calls “the waxing

of the self” and “the waning of the commons.”24 He explains, “The society we

live in takes the pleasures and pains, the successes and failures of the indi­

vidual with unprecedented seriousness.”25 And when we see success or failure

as an entirely individual affair, we don’t bother to invest time or resources in

someone else’s achievements.

We need more naches, which helps explain the rise in single-player games

being played with two or more people in the same room. Game researchers

who study industry trends report that, increasingly, one person will play a

game while another, or others, watch, encourage, and advise.26 What makes

this scenario attractive—and here is a big difference between ordinary life and

games—is that computer and video games are perfectly replicable obstacles,

we know in advance that our support will be useful, and we know exactly what

our friends and family members are getting themselves in for.

The notoriously difficult puzzle game Braid, by independent game devel­

oper Jonathan Blow, is a perfect example of this phenomenon. Players must

work their way through thirty-seven monster-filled puzzle rooms in order to

rescue a princess. Early reviews of the single-player game were raves, but

many reviewers worried that the reliance on puzzles would limit the replay

value of the game. Once you’d solved a puzzle, one reviewer wrote, “there is

little incentive to come back for seconds.”27

But a large amount of anecdotal evidence from gamer blogs and forums sug­

gests that gamers are revisiting Braid—in order to generate naches. Players seem

absolutely tickled to watch friends and family work out the a-ha moments for

each puzzle, lending their advice and positive morale in the face of the game’s

frustrating mental challenges. “Just finished the game, now I’m watching my wife

work through it and it’s a delight,” one husband-turned-mentor writes.28 Another

says, “I finished the game last night and only needed help from my kids on two

of the very final puzzle pieces. I think they were very proud of their mom!”29

Games give us the opportunity to learn and master new challenges, and usually

we learn skills that we can pass on to the other gamers in our lives.

Stronger Social Connectivity | 89

Not all the social rewards we get from playing games are about strengthen­

ing bonds with people we already know. Social contact with strangers can

offer different kinds of emotional reward, at the right times. One of these re­

wards that is unique to massively multiplayer online game environments is

something researchers call “ambient sociability.” It’s the experience of playing

alone together, and it’s a kind of social interaction that even the most intro­

verted among us can enjoy.

Ambient Sociability

Sometimes we want company, but we don’t want to actively interact with

anybody. That’s where the idea of playing alone together comes in.

MMOs are famous for their collaborative quests and group raids. But it

turns out that a majority of players prefer to play the game solo. An eight­

month study of more than 150,000 World of Warcraft players discovered that

players were spending on average 70 percent of their time pursuing individual

missions, barely interacting with other players.30 The researchers, based at

Stanford University and Palo Alto Research Center (PARC), found this sur­

prising and counterintuitive. Why bother paying a monthly subscription to

participate in a massively multiplayer game world if you are going to ignore

the masses?

The researchers conducted interviews to explore these findings and found

that players enjoyed sharing the virtual environment, even if there was little

to no direct interaction. They were experiencing a high degree of “social pres­

ence,” a communications theory term for the sensation of sharing the same

space with other people.31 Although the players were not fighting each other

or questing together, they still considered each other virtual company. The

Stanford and PARC research team dubbed this phenomenon “playing alone

together.”32

One World of Warcraft player explains on her blog why she prefers to play

alone together: “It’s the feeling of not being alone in the world. I love being

around other real players in the game. I enjoy seeing what they’re doing, what

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they’ve achieved, and running across them out in the world ‘doing their thing’

while I’m doing mine.”33 What she describes here is actually a special kind

of social presence: a presence enhanced by sharing goals and engaging in

the same activities. The players can recognize each other because they have a

common understanding of what they’re doing and why. Their actions are in­

telligible and meaningful to each other.

Ambient sociability is a very casual form of social interaction; it may not

create direct bonds, but it does satisfy our craving to feel connected to others.

It creates a kind of social expansiveness in our lives—a feeling of inclusion in

a social scene, and access to other people if we want it. The Stanford and

PARC researchers posited that introverted players were more likely to enjoy

playing alone together, and recent cognitive science studies support this the­

ory. The best explanation scientists have for why some people are extroverted

while others are introverted has to do with two differences in brain activity.

First, introverts in general tend to be more sensitive to external sensory

stimulus: the cortical region of the brain, which processes the external world

of objects, spaces, and people, reacts strongly in the presence of any stimulus.

Extroverts, on the other hand, have lower cortical arousal. They require more

stimulus to feel engaged with the external world. This makes extroverts more

likely to seek higher levels of social stimulation, while introverts are more likely

to feel mentally exhausted after lower levels of social engagement.

Meanwhile, extroverts tend to produce more dopamine in response to so­

cial rewards—smiling faces, laughter, conversation, and touch, for example.

Introverts, in turn, are less sensitive to these social reward systems but highly

sensitive to mental activity, such as problem solving and puzzling and solo

exploration. Researchers say this explains why extroverts seem happier around

other people and in stimulating environments: they are feeling significantly

more intense positive emotions than introverted people.

But some game researchers, including Nicole Lazzaro, believe that ambi­

ent sociability and lightweight social interaction can actually train the brain

to experience social interaction as more rewarding. Lazzaro proposes that

since introverts are so sensitive to the rewards of mental activity, which gaming

provides, doing these activities in online social settings can create new, posi­

Stronger Social Connectivity | 91

tive associations for introverts about social experience. In other words, games

like WoW may make introverts feel more comfortable with social interaction

in general.

Studies have yet to be conducted to offer concrete support to this theory, but

initial interviews and anecdotal evidence suggest it is worth further investiga­

tion. Our solo WoW player describes how she can be drawn into lightweight

social interaction even as she makes her own way in the online world: “Chuck

a heal there, apply a buff here, kill that thing that’s about to kill that player, ask

for some quick help or information, join up for a spontaneous quick group.”34

She remains open to these unexpected social interactions, and they are an es­

sential part of why she likes to play alone together. She craves the possibility of

“the spontaneous adventures that erupt between real people.”

Why does this matter? Why is it a good thing for introverts to be open to

more social interaction, and to find shared experiences more rewarding?

In study after study, positive-psychology researchers have shown that extro­

version is highly correlated with greater happiness and life satisfaction. Extro­

verts are simply more likely to seek out the experiences that create social

bonding and affection. As a result, they are better liked and better supported

than introverts, two measures that factor heavily into quality of life. Introverts

want to be liked and appreciated, and they need help just as much as anyone

else; they’re just not as motivated to seek out opportunities to build up that

kind of positive social feeling and exchange.35

Fortunately, as many gamers are discovering, ambient sociability can play

a key role in building up a desire for social interaction in the most introverted

of people. Ambient sociability is hardly a substitute for real-world social inter­

action. But it can serve as a gateway to real-world socializing—and therefore

greater quality of life—by helping introverts learn to view social engagement

as more intrinsically rewarding than they are naturally predisposed to do.

GAME DESIGNER Daniel Cookman writes that when gamers decide to play

with strangers or with people they know in real life, they’re effectively choos­

ing between “forging new relationships or strengthening old ones. . . . We

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can ask which the stronger draw is: strong, safe relationships with existing

friends, or weak, ‘risky’ relationships with new people.” Cookman says that, in

most circumstances, he (and most gamers) prefers to strengthen existing rela­

tionships. The payoff is simply greater, and more clearly connected to our

everyday lives.

Cookman is right that, on the whole, gamers make the choice to strengthen

existing relationships—increasingly, online gamers report that they prefer to

play online with people they know in real life. This is truer the younger a

gamer you are. A recent three-year study of Internet use by young people in

the United States revealed that gamers under eighteen spend 61 percent of

their game time playing with real-life friends and family, rather than alone or

with strangers.36

But Cookman acknowledges that there is another factor to consider. Play

with strangers or play with friends? “In order to answer this question in any

meaningful fashion,” he writes, “you first need to answer a more personal

question. ‘Are you lonely?’”37

We can’t discuss the social rewards of gaming without mentioning the

positive role they play in helping us combat our feelings of loneliness. As a

general rule, we’d rather play with friends. But if that isn’t possible, we’ll take

strangers any day over playing alone. Cookman sums up the prevailing senti­

ment: “I’m not sure if having a stranger yell at me in [a first-person shooter

game] will result in any long-lasting friendships, but it is certainly better than

being alone.”38

The gamer website Pwn or Die, popular with an audience of teenagers and

young adults, has a short manifesto on “Ways Video Games Actually Benefit

‘Real Life.’” At the top of the list is simply staving off loneliness. “When there

are no kids in the neighborhood, it is late at night, or your best friend is miles

away, video games give you an opportunity to interact with other people and

be social.”39

Would it be more rewarding to have a real-world space in which to have

face-to-face interaction? Probably—there is significant evidence to suggest

that social rewards are intensified by things like eye contact and touch. But

Stronger Social Connectivity | 93

face-to-face contact isn’t always possible. Moreover, if we’re feeling depressed

or lonely, we might not have the emotional reserves to get up and get out, or

to contact a real-life friend or family member. Playing a game online, like

ambient sociability, can be a stepping-stone to a more positive emotional state

and, with it, more positive social experiences.

FIFTEEN YEARS AGO, political scientist Robert Putnam famously worried that

the United States was turning into a nation of people who go “bowling alone.”

In his hugely influential book about the collapse of extended community, he

documented a worrying trend: that we are increasingly likely to hunker down

and prefer the company of just a few people rather than participate in civic

organizations or in a larger social context in general.

Putnam considered the collapse of extended community in our everyday

lives to be a major threat to our quality of life, and he made this point so per­

suasively that, for years since, experts have debated the best ways to reverse it.

Public institutions have also tried everything possible to rebuild the traditional

community infrastructure. But, as gamers are finding out, rebuilding tradi­

tional ways of connecting might not be the solution—reinvention might work

better.

Gamers, without a doubt, are reinventing what we think of as our daily

community infrastructure. They’re experimenting with new ways to create so­

cial capital, and they’re developing habits that provide more social bonding

and connectivity than any bowling league ever could.

As a society, we may feel increasingly disconnected from family, friends,

and neighbors—but, as gamers, we are adopting strategies to reverse the phe­

nomenon. Games are increasingly a crucial social thread woven throughout

our everyday lives. We’re using asynchron ous social interaction in games like

Lexulous and FarmVille to build stronger, stickier social connections. We’re

spending more time teasing and mentoring each other in games like Smooth

Moves and Braid, in order to build trust and intensify our social commitments.

And we’re creating worlds of ambient sociability, as in World of Warcraft,

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where even the most introverted among us have opportunities to develop their

social stamina and get more social connectivity in their lives.

Gamers, emphatically, are not gaming alone.

And the more we game together, the more we get the sense that we’re cre­

ating a global community with a purpose. Gamers aren’t just trying to win

games anymore. They have a bigger mission.

They’re on a mission to be a part of something epic.

C H A P T E R S I X

Becoming a Part of Something

Bigger Than Ourselves

In April 2009, Halo 3 players celebrated a collective spine-tingling milestone: 10 billion kills against their virtual enemy, the Covenant. That’s roughly one and a half times the total number of every man, woman, and child on earth. To reach this monumental milestone, Halo 3 players spent 565 days fight­

ing the third and final campaign in the fictional Great War, protecting earth

from an alliance of malevolent aliens seeking to destroy the human race. To­

gether, they averaged 17.5 million Covenant kills a day, 730,000 kills per

hour, 12,000 kills a minute.

Along the way, they’d assembled the largest army on earth, virtual or oth­

erwise. More than 15 million people had fought on behalf of the science

fiction game’s United Nations Space Command. That’s roughly the total num­

ber of active personnel of all twenty-five of the largest armed forces in the real

world, combined.1

Ten billion kills wasn’t an incidental achievement, stumbled onto blindly

by the gaming masses. Halo players made a concerted effort to get there.

They embraced 10 billion kills as a symbol of just how much the Halo com­

munity could accomplish—and they wanted it to be something bigger than

anything any other game community had achieved before. So they worked

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hard to make every single player as good at Halo 3 as possible. Players shared

tips and strategies with each other and organized round-the-clock “co-op,” or

cooperative, campaign shifts. They called on every registered member of Halo

online to pitch in: “This could be something big, but we will need YOU to

get it done.”2 They treated their mission like an urgent duty. “We know we’ll

be doing our part,” one game blog declared. “Will you?”3

It’s no wonder London Telegraph reporter Sam Leith observed in his cover­

age of the Halo 3 community that “a big shift has taken place, in recent years,

in the way video games are played. What was once generally a solitary activity

is now . . . overwhelmingly a communal one.”4 More and more, gamers aren’t

just in it for themselves. They’re in it for each other—and for the thrill of

being a part of something bigger.

When Halo players finally reached their goal, they flooded online forums

to congratulate each other and claim their contributions. “I just did some

math and with my 32,388 kills I have .00032% of the 10 billion kills,” one

player wrote. “I feel like I could have contributed more . . . well, on to 100

billion then!”5 This reaction was typical, and the new 100 billion goal was

repeated widely on Halo forums. Fresh off one collective achievement, Halo

players were ready to tackle an even more monumental goal. And they were

fully prepared to recruit an even bigger community to do it. As one gamer

proposed: “We did that with just a few million gamers. Imagine what we could

do with the full force of six billion humans!!”6

Halo’s creators, a Seattle, Washington–based game studio called Bungie,

joined in the celebration. They issued a major press release and an open letter

to the Halo community, emphasizing the teamwork it had taken to get to 10

billion kills: “We’ve hit the Covenant where it hurts. Made them pay a price

for setting foot on our soil. We’re glad we’ve got you by our side, soldier.

Mighty fine work. Here’s to ten billion more.”7

Perhaps you’re thinking to yourself right now: So? What’s the point? The

Covenant isn’t real. It’s just a game. What have the players actually done that’s

worth celebrating?

On one hand, nothing. There’s no value to a Covenant kill, whether you

score one, 10 billion, or even 100 billion of them. Value is a measure of im­

Becoming a Part of Something Bigger Than Ourselves | 97

portance and consequence. And even the most die-hard Halo fan knows that

there’s no real importance or consequence to saving the human race from a

fictional alien invasion. There’s no actual danger being averted. There are no

real lives being saved.

But on the other hand, just because the kills don’t have value doesn’t mean

they don’t have meaning.

Meaning is the feeling that we’re a part of something bigger than ourselves.

It’s the belief that our actions matter beyond our own individual lives. When

something is meaningful, it has significance and worth not just to ourselves,

or even to our closest friends and family, but to a much larger group: to a com­

munity, an organization, or even the entire human species.

Meaning is something we’re all looking for more of: more ways to make

a difference in the bigger picture, more chances to leave a lasting mark on the

world, more moments of awe and wonder at the scale of the projects and com­

munities we’re a part of.

How do we get more meaning in our lives? It’s actually quite simple. Phi­

losophers, psychologists, and spiritual leaders agree: the single best way to add

meaning to our lives is to connect our daily actions to something bigger than

ourselves—and the bigger, the better. As Martin Seligman says, “The self is a

very poor site for meaning.” We can’t matter outside of a large-scale social

context. “The larger the entity you can attach yourself to,” Seligman advises,

“the more meaning you can derive.”8

And that’s exactly the point of working together in a game like Halo 3. It’s

not that the Covenant kills have value. It’s that pursuing a massive goal along­

side millions of other people feels good. It feels meaningful. When players

dedicate themselves to a goal like 10 billion Covenant kills, they’re attaching

themselves to a cause, and they’re making a significant contribution to it.

As the popular gamer site Joystiq reported on the day Halo players celebrated

their 10 billionth kill: “Now we know for sure. . . . Every kill you get in Halo

3’s campaign actually means something.”9

To experience real meaning, we don’t have to contribute something of real

value. We just have to be given the opportunity to contribute at all. We need

a way to connect with others who care about the same massively scaled goal

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we do, no matter how arbitrary the goal. And we need a chance to reflect on

the truly epic scale of what we’re doing together.

Which gives us our sixth fix for our broken reality:

A FIX #6: EPIC SCALE

Compared with games, reality is trivial. Games make us a part

of something bigger and give epic meaning to our actions.

“Epic” is the key word here. Blockbuster video games like Halo—the kind

of games that have a production budget of thirty, forty or even fifty million

dollars—aren’t just “something bigger.” They’re big enough to be epic.

Epic is one of the most important concepts in gamer culture today. It’s how

players describe their most memorable, gratifying game experiences. As one

game critic writes, “Halo 3 is epic. It empowers you the way no other game

can. It doesn’t have moments, but events. Experiences that tickle the soul,

sending shivers down the spine.”10

A good working definition for “epic” is something that far surpasses the

ordinary, especially in size, scale, and intensity. Something epic is of heroic

proportions. Blockbuster video games do epic scale better than any other me­

dium of our time, and they’re epic in three key ways:

They create epic contexts for action: collective stories that help us

connect our individual gameplay to a much bigger mission.

They immerse us in epic environments: vast, interactive spaces that

provoke feelings of curiosity and wonder.

And they engage us in epic projects: cooperative efforts carried out

by players on massive scales, over months or even years.

Becoming a Part of Something Bigger Than Ourselves | 99

There’s a reason why gamers love epic games. It’s not just that bigger is

better. It’s that bigger is more awe-inspiring.

Awe is a unique emotion. According to many positive psychologists, it’s

the single most overwhelming and gratifying positive emotion we can feel.

In fact, neuropsychologist Paul Pearsall calls awe “the orgasm of positive

emotions.”11

Awe is what we feel when we recognize that we’re in the presence of

something bigger than ourselves. It’s closely linked with feelings of spirituality,

love, and gratitude—and more importantly, a desire to serve.

In Born to Be Good, Dacher Keltner explains, “The experience of awe is

about finding your place in the larger scheme of things. It is about quieting

the press of self-interest. It is about folding into social collectives. It is about

feeling reverential toward participating in some expansive process that unites

us all and that ennobles our life’s endeavors.”12

In other words, awe doesn’t just feel good; it inspires us to do good.

Without a doubt, it’s awe that a Halo 3 player is feeling when he says that

the game sends “shivers down the spine.” Spine tingling is one of the classic

physiological symptoms of awe—along with chills, goose bumps, and that

choked-up feeling in the throat.

Our ability to feel awe in the form of chills, goose bumps, or choking up

serves as a kind of emotional radar for detecting meaningful activity. When­

ever we feel awe, we know we’ve found a potential source of meaning. We’ve

discovered a real opportunity to be of service, to band together, to contribute

to a larger cause.

In short, awe is a call to collective action.

So it’s no accident that Halo players are so inclined toward collective efforts.

It’s the direct result of the game’s epic, and awe-inspiring, aesthetic. Today’s

best game designers are experts at giving individuals the chance to be a part of

something bigger—and no one is better at it than the creators of Halo. Every­

thing about the Halo games—from the plot and the sound track to the market­

ing and the way the community is organized online—is intentionally crafted

to make players feel that their gameplay really means something. And the one

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simple trick used over and over again is this: always connect the individual to

something bigger.

Let’s take a closer look at exactly how Halo does it.

Epic Context for Heroic Action

It’s five hundred years in the future. The Covenant, a hostile alli­

ance of alien species, is hell-bent on destroying humanity. You are

Master Chief Petty Officer John 117—once an ordinary person, now

a supersoldier, augmented with biological technologies that give

you superhuman speed, strength, intelligence, vision, and reflexes.

Your job is to stop the Covenant and save the world.

That’s the basic Halo story. It’s not that different from many other block­

buster video games. As veteran game developer Trent Polack puts it, “To look

at the majority of games today, one might think that gamers care only about

saving the world.” He would know: some of Polack’s previous games have

asked players to save the galaxy from malevolent aliens (Galactic Civilizations

II), save the universe from evil deities (Demigod), and save the world from

marauding Titans (Elemental: War of Magic).

Why are so many games about saving the world? In an industry article

about the rise of “epic scale” narratives in video games, Polack suggests,

“When games give players the epic scope of saving the galaxy, destroying some

reawakened ancient evil, or any other classical portrayal of good versus evil on

a grand scale, they’re fulfilling gamers’ power fantasies.”13

I agree with Polack, but it’s important that we be clear on exactly what kind

of power fantasy is being fulfilled by these save-the-world stories.

Any video game that features a slew of high-powered weapons and game­

play that consists largely of shooting and blowing things up is, at one level,

about the aesthetic pleasures of destruction and the positive feelings we get

from exerting control over a situation.14 This is true of any shooter game on

Becoming a Part of Something Bigger Than Ourselves | 101

the market today. But we don’t need an epic story about saving the world to get

those pleasures. We can get them quite effectively, and more efficiently, from

a simple, plotless game like Atari’s Breakout. Games that come with epic, save­

the-world narratives are using them to help players get a taste of a different

kind of power. It’s the power to act with meaning: to do something that matters

in a bigger picture. The story is the bigger picture; the player’s actions are what

matters.

As Polack explains, “Story sets the stage for meaning. It frames the player’s

actions. We, as designers, are not telling, we’re not showing, we’re informing

the doing—the actions that players engage in and the feats they undergo.”

These feats make up the player’s story, and the story is ultimately what has

meaning.

Not every game feels like a larger cause. For a game to feel like a cause, two

things need to happen. First, the game’s story needs to become a collective

context for action—shared by other players, not just an individual experi­

ence. That’s why truly epic games are always attached to large, online player

communities—hundreds of thousands or millions of players acting in the same

context together, and talking to each other on forums and wikis about the ac­

tions they’re taking. And second, the actions that players take inside the col­

lective context need to feel like service: every effort by one player must

ultimately benefit all the other players. In other words, every individual act of

gameplay has to eventually add up to something bigger.

Halo is probably the best game in the world at turning a story into a collec­

tive context and making personal achievement feel like service.

Like many other blockbuster video games, Halo has extensive online com­

munity features: discussion forums, wikis, and file sharing (so that players can

upload and share videos of their finest gameplay moments). But Bungie and

Xbox have taken it much further than these traditional context-building tools.

They’ve given players groundbreaking tools for tracking the magnitude of their

collective effort and unprecedented opportunities to reflect on the epic scale

of their collective service.

Every Halo player has their own story of making a difference, and it’s doc­

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umented online in their “personal service record.” It’s an exhaustive record

and analysis of their individual contributions to the Halo community and to

the Great War effort—or as Bungie calls it, “Your entire Halo career.”

The service record is stored on the official Bungie website, and it’s fully

viewable by other players. It lists all the campaign levels you’ve completed,

the medals you’ve earned, and the achievements you’ve unlocked. It also in­

cludes a minute-by-minute, play-by-play breakdown of every single Halo level

or match you’ve ever played online. For many Halo players, that means thou­

sands of games over the past six years—ever since the Halo series first went

online in 2004—all laid out and perfectly documented in one place.

And it’s more than just statistics. There are data visualizations of every pos­

sible kind: interactive charts, graphs, heat maps. They help you learn about

your own strengths and weaknesses: where you make the most mistakes, and

where you consistently score your biggest victories; which weapons you’re

most proficient with, and which you’re weakest with; even which teammates

help you play better, and which don’t.

Thanks to Bungie’s exhaustive data collection and sharing, everything you

do in Halo adds up to something bigger: a multiyear history of your own per­

sonal service to the Great War.

But it’s not just your history—it’s much bigger than that. You’re contributing

to the Great War effort alongside millions of other players, who also have ser­

vice records online. And service really is a crucial concept here. A personal

service record isn’t just a profile. It’s a history of a player’s contributions to a

larger organization. The fact that your profile is called a “service record” is

a constant reminder. When you play Halo online, rack up kills, and accom­

plish your missions, you’re contributing. You’re actively creating new moments

in the history of the Great War.15

The moments all add up. The millions of individual personal service

records taken together tell the real story of Halo, a collective history of the

Great War. They connect all the individual gamers into a community, a net­

work of people fighting for the same cause. And the unprecedented scale of

data collected and shared in these service records underscores just how epic

the players’ collective story is. Bungie recently announced to players that its

Becoming a Part of Something Bigger Than Ourselves | 103

personal-service-record servers handled more than 1.4 quadrillion bytes of

data requests from players in the past nine months. That’s 1.4 petabytes in

computer science terms.

To put that number in perspective, experts have estimated that the entire

written works of humankind, from the beginning of recorded history, in all

languages, adds up to about 50 petabytes of data.16 Halo players aren’t quite

there yet—but it’s not a bad start, considering that they’ve been playing to­

gether online for only six short years, compared to all of recorded human

history.

One of the best examples of innovative collective context building is the

Halo Museum of Humanity, an online museum that purports to be from the

twenty-seventh century, dedicated to “all who fought bravely in the Great

War.” Of course, it’s not a real museum; it was developed by the Xbox market­

ing group to build a more meaningful context for Halo 3.

The museum features a series of videos done in the classic style of Ken

Burns’ Civil War series: interviews with Great War veterans and historians, im­

ages from Covenant battles, all set to a hymnal score. As one blogger wrote,

“The videos in the Halo Museum of Humanity seem like they could have been

pulled straight from The History Channel. . . . It’s nice to see video game lore

treated with this kind of reverence.”17

Reverence—the expression of profound awe, respect and love, or veneration—

is usually an emotion we reserve for very big, very serious things. But that was

precisely the point of the Halo Museum of Humanity: to acknowledge how seri­

ously Halo players take their favorite game, and to inspire the kind of epic emo­

tions that have always been the best part of playing it.

It’s worked. The video series packs a real emotional wallop, despite the fact

that, in the words of one player, “it’s meant to honor heroes that never ex­

isted.”18 Brian Crecente, a leading games journalist, wrote, “It left me with

chills.”19 And online forums and blogs were full of comments expressing heart­

felt emotion. One player put it best when he wrote, “Really poignant. They’ve

made something real out of fiction.”20

It’s not that the museum is such a believable artifact from the future. It’s

that the emotions it provokes are believable. The online Museum of Humanity

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is a place to reflect on the extreme scale of the Halo experience: the years of

service, the millions of players involved. The Great War isn’t real, but you

really do feel awe when you think about the scale of the effort so many differ­

ent people have made to fight it.

In the end, as one player sums it up, “Halo proves that you can have a

shooter game with a story that really means something. It draws you in and

makes you feel like you’re part of something bigger.”21

But Halo isn’t just a bigger story. It’s also a bigger environment—and this

brings us to our next strategy for connecting players to something bigger: built

epic environments, or highly immersive spaces that are intentionally designed

to bring out the best in us.

Epic Environments—Or How to Build a Better Place

An epic environment is a space that, by virtue of its extreme scale, provokes a

profound sense of awe and wonder.

There are plenty of natural epic environments in the world: Mount Everest,

the Grand Canyon, Victoria Falls, the Great Barrier Reef, for example. These

spaces humble us; they remind us of the power and grandeur of nature, and

make us feel small by comparison.

A built epic environment is different: it’s not the work of nature, but rather

a feat of design and engineering. It’s a human accomplishment. And that

makes it both humbling and empowering at the same time. It makes us feel

smaller as individuals, but it also makes us feel capable of much bigger things,

together. That’s because a built epic environment—like the Great Wall of

China, the Taj Mahal, or Machu Picchu—is the result of extreme-scale col­

laboration. It’s proof of the extraordinary scale of things humans can accom­

plish together.

Halo 3 is, without a doubt, such an environment.

The game consists of thirty-four different playing environments spanning

more than two hundred thousand light-years of virtual space. From one level

to the next, you might find yourself traveling from the crowded market city of

Becoming a Part of Something Bigger Than Ourselves | 105

Voi, Kenya, to the Ark, a desert far, far beyond the limits of our own Milky

Way galaxy.

It’s not just how big the Halo playing field is; it’s also how diverse and care­

fully rendered the environments are. As Sam Leith observes, “The building

of a game like Halo 3 is a work of electronic engineering comparable in scale

to the building of a medieval cathedral.” It took Bungie three years to craft

this gaming cathedral, with a team of more than 250 artists, designers, writers,

programmers, and engineers collaborating together. “You get a sense of the

scale and intricacy of the task,” Leith continues, “by considering the sound

effects alone: The game contains 54,000 pieces of audio and 40,000 lines of

dialogue. There are 2,700 different noises for footsteps alone, depending on

whose foot is stepping on what.”22

And that’s what players are appreciating when they get goose bumps from

Halo: the unprecedented achievement it represents as a work of computer

design and engineering. Gamers aren’t so much in awe of the environment

itself as they are in awe of the work and dedication and vision required to cre­

ate it. In this regard, Halo players join a long tradition in human culture of

feeling awe, wonder, and gratitude toward the builders of epic environments.

THE VERY FIRST epic environments were constructed more than eleven thou­

sand years ago, during the Neolithic period, or the New Stone Age. In other

words, six thousand years before humans first used the written word, they were

already building physical spaces to inspire awe and cooperation.

The world’s oldest known example of an epic built environment is the

Gobekli Tepe. Discovered less than two decades ago in southeastern Turkey,

it’s believed to predate Stonehenge by a staggering six thousand years. It’s a

twenty-five-acre arrangement of at least twenty stone circles, between ten and

thirty meters in diameter each, made from monolithic pillars three meters high.

In comparison with other stone houses, tombs, and temples from the same

period and location, this building was constructed on an extreme scale: it was

much, much bigger, taller, and more formidable in its design than anything

archaeologists had seen before at the time of its discovery. One archaeologist

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on the scene described it as “a place of worship on an unprecedented scale—

humanity’s first ‘cathedral on a hill.’”23

And it wasn’t just the scale of the building—it was its particular winding

design. The Gobekli Tepe features an intricate series of passageways that

would lead visitors through the dark to a cross-shaped inner sanctum, almost

like a labyrinth. This particular architecture seems designed intentionally to

trigger interest and curiosity, alongside a kind of trembling wonder. What

would be around the next corner? Where would the path take them? They

would need to hold on to other visitors for support, feeling their way through

the darkness.

Crucially, the Gobekli Tepe wasn’t an isolated example. As researchers have

discovered since, epic stone cathedrals were common across the Neolithic

landscape. Most recently, in August 2009, archaeologists working in northern

Scotland unearthed the ruins of a 5,330-square-foot stone structure with

twenty-foot ceilings and sixteen-foot-thick walls, also of a labyrinthine design,

and also dating back to the New Stone Age.24 “A building of this scale and com­

plexity was here to amaze, to create a sense of awe in the people who saw this

place,” Nick Card, director of the archaeological dig, said to reporters when

the ancient cathedral was first unearthed.

In the wake of unearthing these types of structures all over the planet, ar­

chaeologists have recently proposed a startling theory: that these stone cathe­

drals served an important purpose in the evolution of human civilization. They

actually inspired and enabled human society to become dramatically more

cooperative, completely reinventing civilization as it once existed. In an in­

depth report in Smithsonian magazine on these Neolithic cathedrals, Andrew

Curry wrote:

Scholars have long believed that only after people learned to farm

and live in settled communities did they have the time, organiza­

tion and resources to construct temples and support complicated

social structures. But . . . [perhaps] it was the other way around:

the extensive, coordinated effort to build the monoliths literally

laid the groundwork for the development of complex societies.25

Becoming a Part of Something Bigger Than Ourselves | 107

In fact, as Curry quotes one scientist in his article, “You can make a good

case these constructs are the real origin of complex Neolithic societies.”26

No wonder epic environments inspire gamers today to collective efforts.

They have been inspiring humans to work together to do amazing things for

eleven thousand years and counting.

SO VIDEO GAMES didn’t invent epic environment design. They inherited the

tradition from some of our earliest ancestors. But they are making epic envi­

ronments remarkably more accessible, to vastly more people, on a daily basis.

Archaeologists say that worshippers would have traveled more than a hundred

miles by foot to visit the Gobekli Tepe, and they may have visited it just once in

a lifetime. Today, however, it’s easy to immerse ourselves in epic environments

whenever we want. Instead of traveling great distances for a single encoun­

ter with a physical cathedral, we can instantly transport ourselves there from

anywhere in the world, simply by loading up a blockbuster video game.

Our experience of these epic game environments isn’t physical, but it is

real in one crucial sense. The engineering of the virtual environment repre­

sents, today, a collaborative feat on an extreme scale. It takes an extraordinary

collective and coordinated effort to create these virtual worlds—years of full­

time, painstaking work by hundreds of artists and programmers—and the first

time a gamer enters one of these massive environments, they are experiencing

real awe at the ability of ordinary people, when they band together, to create

extraordinary spaces.

Meanwhile, video game developers have evolved the art of epic built envi­

ronments in another key way: they have added a layer of awe-inspiring sound.

The sound track isn’t just part of the background of playing; it’s a major

component of the gaming experience—particularly in the case of Halo and

its famously spine-tingling score. Tracks on the Halo 3 sound track have

names like “Honorable Intentions,” “This Is the Hour,” and “Never Forget.”

Perhaps my favorite track is called simply “Ambient Wonder,” a name that

perfectly sums up the purpose of an epic environment: to create a space that

completely absorbs and envelops the player in a sense of awe and wonder.

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Halo’s audio director, Martin O’Donnell, describes his goal in creating the

score: “The music should give a feeling of importance, weight, and sense of

the ‘ancient’ to the visuals of Halo.” The score includes Gregorian chanting,

a string orchestra, percussion, and Qawwali vocals, a Sufi devotional style of

music intended to produce an ecstatic state in the listener.27 These are time­

less musical techniques for provoking our bodies’ epic emotions—and video

games increasingly make use of them. As one Halo player explains, “A great

video game will make the hairs stand up on the back of your neck. Goose

pimples will erupt. That tingly sensation overtakes your gut. It happens to me

whenever I hear the Halo sound track.”28

SO WHAT DO all of these extreme visual and audio environments add up to?

Epic projects: collaborative efforts to tell stories and accomplish missions at

extreme scales.

Epic environments inspire us to undertake epic projects, because they are

a tangible demonstration of what is humanly possible when we all work to­

gether. Indeed, they expand our notion of what is humanly possible. And that’s

why exploring an epic environment like Halo 3 inspires the kind of emotions

that lead to large-scale cooperation, an epic achievement in and of itself.

Games journalist Margaret Robertson reflects, “Halo has always been a

place where I feel good. I don’t mean that in a James Brown sense. I mean it’s

a place where I feel virtuous. . . . [It] engenders a sense of honour and duty

which actually make you feel like a better person. . . . What’s the point of going

to a better place if you aren’t going to be a better person?”29

Epic Projects

While reaching the 10 billion kill milestone was a significant community

achievement, Halo players have actually spent more time working on two

other epic projects—both collaborative knowledge projects. The first epic

project involves documenting the Halo world on wikis and discussion forums.

Becoming a Part of Something Bigger Than Ourselves | 109

The other is a project to build up each other’s collective ability to fight the

Covenant and play a better game with each other. Both projects take place

largely on discussion forums and wikis.

To give you an indication of the scale of the collective effort to docu­

ment the Halo world and improve player ability within it, players have written

more than 21 million discussion forum posts on the official Bungie Halo fo­

rums alone. Meanwhile, the largest Halo wiki has just under six thousand

different articles, created and edited by 1.5 million registered users.

Halo players are also sharing knowledge to make each other better gamers.

While the Halopedia wiki helps players construct the epic saga of the Halo

series, the Halowiki (which describes itself as a “sister site” to Halopedia) fo­

cuses exclusively on multiplayer strategy and techniques. Its “values” state­

ment sets the tone for epic knowledge sharing:

This site serves one purpose: Halowiki.net shall help players at all

skill levels improve and/or find even more enjoyment in their

Halo 3 online experience. Share what you know. Let others share

what they know with you. We must get even the most skilled play-

ers to share their knowledge. The end result shall be that we all

raise our skills and fun together. Let’s try to visit the limits of our

abilities!30

The scope of Halowiki is as staggering as its sister site. Under the tips section

alone, there is an A to Z catalog of more than 150 different categories of tips,

from “Bad habits to avoid in team games” and “Communication tips,” to “How

to use vehicles effectively” and “Last-resort tips when all else fails.” Each indi­

vidual category of tips contains hundreds of specific pieces of advice, contrib­

uted by different gamers.

The strategy section, on the other hand, contains more complex advice,

sorted into roughly one hundred different categories, from “Close-range weapon

mastery” and “Using ancient practices—advice from Sun Tzu’s The Art of War,”

to one of my personal favorites: “Retraining your brain to not be afraid to die in

the game.”

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In total, there are more than one thousand different sections on Halowiki

that compile players’ firsthand knowledge playing the game into a collective

intelligence resource. Ultimately, for members of the Halo community, this

resource serves a greater purpose than just creating better Halo players. Add­

ing a bit of knowledge to the wiki validates that you know at least one thing

that matters to millions of other people. It might be just a bit of Halo trivia—

but there’s nothing trivial about the positive feeling you get when you make

a contribution that millions of other people can value and appreciate.

HALO HAS CONSISTENTLY pushed the limits of epic game design for a decade

now—the first game in the series was released in 2001. But plenty of other

online games are doing their part to invent new ways for gamers to become a

part of something bigger. One of the most interesting recent experiments in

epic game design is a project called Season Showdown, developed by EA

Sports for its best-selling college football series NCAA Football. Season Show­

down is the first significant effort in the sports video game genre—a highly

successful genre, representing more than 15 percent of all game sales—to

create the same kinds of epic emotional rewards more traditionally associated

with save-the-world games like Halo.

“Every Game Counts” is the tagline for NCAA Football 10. Of course, this

begs the question: counts toward what? The short answer is: every game played

counts toward a national championship. It’s not the real national champion­

ship, but not an entirely virtual one, either.

When you sign up to play NCAA Football 10 online, the first thing you

do is declare a team allegiance. You can pick any one of the 120 real-world

college teams represented in the game, from Ohio State, Notre Dame, or

Stanford to Florida State, Army, or USC. (I picked my alma mater, Califor­

nia.) For the rest of the online football season, every online point you score

in the video game gets added to your team’s score. The team scores are tal­

lied weekly, in order to determine the winner in a series of school vs. school

matchups.

Becoming a Part of Something Bigger Than Ourselves | 111

These matchups perfectly mirror the real-world NCAA schedule. So, for

example, the week that Oregon State faces Stanford in the real world, the

two teams’ fans will compete online in five head-to-head video game chal­

lenges. The team that carries three of the five challenges is crowned the week’s

online winner, regardless of who wins in the real world. That means plenty

of online upsets, as fans of struggling teams rally to offset real losses with vir­

tual victories.

At the end of the year, the best-performing online teams compete in their

own conference championships. The ultimate payoff is an NCAA Football 10

National Championship video game played out the same week as the real­

world National Championship game. In the words of EA Sports, “The national

champion will be composed of the most dedicated fans playing NCAA 10.”

And that’s what makes every NCAA Football 10 game more meaningful

than other sports video games. You’re not just playing for yourself and for your

own enjoyment. You’re publicly playing to show support for your real favorite

team, as part of a collective, fan-wide effort.

What’s so innovative about NCAA Football 10 is the fact that the game is

using reality itself as the larger context for individual player actions. It’s a fan­

tasy league, but it’s a fantasy league wrapped in reality. It doesn’t have to invent

a context from scratch to connect players to an epic story. Instead, it taps into

existing college football narratives and traditions. It leverages existing com­

munities, or fan bases, to provide meaningful social context. It feels epic be­

cause it’s directly connecting fans to a much bigger organization they care

deeply about, but can’t ordinarily participate in directly.

As much fun as it is to cheer on our favorite teams, it’s more meaningful to

do something that pushes us to the edge of our own ability—and that counts,

measurably. In NCAA Football 10, you’re not just playing as your favorite

college team, you’re playing in service of your favorite college team. You’re

actively contributing to their reputation in a way that is quantified and ampli­

fied by EA Sports. As one blogger puts it, “Every game you play will help your

school’s cause.”31 It’s all about being of service to a larger cause—one you al­

ready care about.

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JOHAN HUIZINGA, the great twentieth-century Dutch philosopher of human

play, once said, “All play means something.”32 Today, thanks to the increased

scale of game worlds and advances in collective game design, gameplay often

means something more. Game developers today are honing their ability to cre­

ate awe-inspiring contexts for collective effort and heroic service. As a result,

game communities are more committed than ever to setting extreme-scale

goals and generating epic meaning.

When our everyday work feels trivial, or when we can’t easily be of direct

service to a larger cause, games can fulfill an important need for us. As we play

games at an epic scale, we’re increasing our ability to rise to the occasion, to

inspire awe, and to take part in something bigger than ourselves.

Earlier in this chapter I quoted a Halo player who wondered, “Imagine

what we could do with the full force of six billion humans!!”

Of course, there aren’t enough Xboxes in the world to do it. Nor could

everyone afford them, of course. But it does make for an interesting thought

experiment: What could you do in a game like Halo 3 if you had the full force

of humanity playing together?

On one hand, this is an absurd idea to even consider. What would be the

point of assembling 6 billion people to wage a fictional war?

But on the other: can you imagine what it would feel like to have 6 billion

people fighting on the same side of a fictional war?

I think it’s pretty clear that such an effort would have real meaning, even

if it failed to generate any real-world value. If you were able to focus the at­

tention of the entire planet on a single goal, even if just for one day, and even

if it just involved dispatching aliens in a video game, it would be a truly awe­

inspiring occasion. It would be the single biggest collective experience ever

undertaken in the whole of human history. It would give the whole earth

goose bumps.

That’s the epic scale that gamers are capable of thinking on. That’s the

scale gamers are ready to work at.

Gamers can imagine 6 billion people coming together to fight a fictional

Becoming a Part of Something Bigger Than Ourselves | 113

enemy, for the sheer awe and wonder of it. They are ready to work together

on extreme scales, toward epic goals, just for the spine-tingling joy of it. And

the more we seek out that kind of happiness as a planet, the more likely we

are to save it—not from fictional aliens, but from apathy and wasted potential.

Jean M. Twenge, a professor of psychology and the author of Generation

Me, has persuasively argued that the youngest generations today—particularly

anyone born after 1980—are, in her words, “more miserable than ever before.”

Why? Because of our increased cultural emphasis on “self-esteem” and “self­

fulfillment.” But real fulfillment, as countless psychologists, philosophers, and

spiritual leaders have shown, comes from fulfilling commitments to others.

We want to be esteemed in the eyes of others, not for “who we are,” but rather

for what we’ve done that really matters.

The more we focus on ourselves and avoid a commitment to others, Twenge’s

research shows, the more we suffer from anxiety and depression. But that doesn’t

stop us from trying to make ourselves happy alone. We mistakenly think that by

putting ourselves first, we’ll finally get what we want. In fact, true happiness

comes not from thinking more of ourselves, but rather from thinking less of

ourselves—from seeing the truly small role we play in something much bigger,

much more important than our individual needs.

Joining any collective effort and embracing feelings of awe can help us

unlock our potential to lead a meaningful life and to leave a meaningful mark

on the world.

Even if it’s a virtual world we’re leaving our mark on, we’re still learning

what it feels like to be of service to a larger cause. We’re priming our brains

and bodies to value and to seek out epic meaning as an emotional reward. And

as recent research suggests, the more we enjoy these rewards in game worlds,

the more likely we may be to seek them out in real life.

Three scientific studies published in 2009 by a consortium of researchers

from eight universities in the United States, Japan, Singapore, and Malaysia

studied the relationship between time spent playing games that require “help­

ful behavior” and the gamers’ willingness to help others in everyday life. One

study focused on children age thirteen and younger, another on teenagers,

and the third on college students. The researchers worked with more than

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three thousand young gamers in total, and in all three studies they reached

the same conclusion: young people who spend more time playing games in

which they’re required to help each other are significantly more likely to help

friends, family, neighbors, and even strangers in their real lives.33

Although these studies weren’t specifically looking at epic-scale games,

the core findings seem likely to remain consistent, or even increase, at larger

scales. As Brad Bushman, one coauthor of the studies and a professor of com­

munications and psychology at the University of Michigan’s Institute for So­

cial Research, puts it, “These findings suggest there is an upward spiral of

prosocial gaming and helpful behavior.”34 In other words, the more we help

in games, the more we help in life. And so there’s good reason to believe that

the more we learn to enjoy serving epic causes in game worlds, the more we

may find ourselves contributing to epic efforts in the real world.

THE PSYCHOLOGIST Abraham Maslow famously said, “It isn’t normal to know

what we want. It is a rare and difficult psychological achievement.”35 But to­

day’s best games give us a powerful tool for achieving exactly that rare kind of

self-knowledge.

Games are showing us exactly what we want out of life: more satisfying

work, better hope of success, stronger social connectivity, and the chance to

be a part of something bigger than ourselves. With games that help us gener­

ate these four rewards every day, we have unlimited potential to raise our own

quality of life. And when we play these games with friends, family, and neigh­

bors, we can enrich the lives of people we care about.

So games are teaching us to see what really makes us happy—and how to

become the best versions of ourselves. But can we apply that knowledge to the

real world?

By supporting our four essential human cravings, and by providing a reli­

able source of flow and fiero, the gaming industry has gone a long way toward

making us happier and more emotionally resilient—but only up to a point. We

haven’t learned how to enjoy our real lives more thoroughly. Instead, we’ve

spent the last thirty-five years learning to enjoy our game lives more thoroughly.

Becoming a Part of Something Bigger Than Ourselves | 115

Instead of fixing reality, we’ve simply created more and more attractive al­

ternatives to the boredom, anxiety, alienation, and meaninglessness we run

up against so often in everyday life. It’s high time we start applying the lessons

of games to the design of our everyday lives. We need to engineer alternate

realities: new, more gameful ways of interacting with the real world and living

our real lives.

Fortunately, the project of making alternate realities is already under way.

PA R T T W O E

Reinventing Reality

a All life is an experiment. The more experiments you make,

the better.

—ralph waldo emerson

C H A P T E R S E V E N

The Benefits of Alternate Realities

Whenever I walk through the front door of my apartment, I enter an alternate reality. It looks and works just like regular reality, with one major exception: when I want to clean the bathroom, I have to be really sneaky about it.

If my husband, Kiyash, thinks I’m going to scrub the tub on Saturday morn­

ing, he’ll wake up early, tiptoe out of the bedroom and silently beat me to it.

But I’ve lived in this alternate reality long enough to have developed a highly

effective counterstrategy: I clean the bathroom at odd hours in the middle of

the week, when he’s least expecting it. The more random the hour, the more

likely I am to complete the chore before he does. And if this strategy ever starts

to fail? Well, let’s just say that I am not above hiding the toilet brush.

Why exactly are we competing with each other to do the dirty work? We’re

playing a free online game called Chore Wars. And it just so happens that

ridding our real-world kingdom of toilet stains is worth more experience

points, or XP, than any other chore in the Land of the 41st-Floor Ninjas, which

is what we’ve dubbed our apartment in the game. (We live on the forty-first

floor, and my husband has a thing for ninjutsu.)

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Chore Wars

Chore Wars is an alternate reality game (ARG), a game you play in your real

life (and not a virtual environment) in order to enjoy it more. Chore Wars is

essentially a simplified version of World of Warcraft, with one notable excep­

tion: all of the online quests correspond with real-world cleaning tasks, and

instead of playing with strangers or faraway friends online, you play the game

with your roommates, family, or officemates. Kevan Davis, a British experi­

mental game developer who created Chore Wars in 2007, describes it as a

“chore management system.”1 It’s meant to help you track how much house­

work people are doing—and to inspire everyone to do more housework, more

cheerfully, than they would otherwise.

To play Chore Wars, you first have to recruit a “party of adventurers” from

your real-life household or office. That means getting your roommates, family

members, or coworkers to sign up online, where together you’ll name your

kingdom and create avatars to represent everyone in the game.

Anyone who creates an avatar is eligible to undertake any of the custom

“adventures” that you create in the game’s database—in my household, these

include emptying the dishwasher and brewing the first pot of coffee. And

because it’s a role-playing game, you’re encouraged to write up the chores with

a fantastical spin. In the Land of the 41st-Floor Ninjas, for example, brushing

out our Shetland sheepdog is “Saving the dog-damsel in distress from clumps

and shedding,” and doing the laundry is “Conjuring clean clothes.”

Whenever you complete one of these chores, you log in to the game to

report your success. Every chore grants you a customized amount of experi­

ence points, virtual gold, treasure, avatar power-ups, or points that increase

your virtual skills and abilities: plus ten dexterity points for dusting without

knocking anything off the shelves, for example, or plus five stamina points

for taking out all three kinds of recycling. And because you get to craft the

adventures from scratch yourself, you can customize the in-game rewards to

make the least popular chores more attractive—hence, the battle in my apart­

ment to clean the bathroom first. It’s worth a whopping one hundred XP.

The Benefits of Alternate Realities | 121

The more chores you finish, the more experience points and virtual gold

you earn, and the faster you level up your online avatar’s powers. But Chore

Wars isn’t just about tracking your avatar development; it’s also about earning

real rewards. The game’s instructions encourage households to invent creative

ways to redeem the virtual gold in real life. You could exchange the gold for

allowances if you’re playing with your kids, or for rounds of drinks for room­

mates, or coffee runs for workmates, for example. My husband and I share a

single car, so we use our gold pieces to bid on what music to play in the car

whenever we’re driving somewhere together.

But even more satisfying than all of my avatar powers, accumulated gold,

and music privileges is the fact that after nine months of playing Chore Wars

together, my husband’s avatar has earned more overall experience points than

I have. And avatar stats don’t lie: for nearly a year now, Kiyash has definitely

put in more effort cleaning the apartment than I have.

Clearly, this is a game that you win even if you lose. Kiyash has the satisfac­

tion of being the best ninja on the forty-first floor, and I have the pleasure of

doing fewer chores than my husband—at least until my competitive spirit kicks

back in. Not to mention, it’s more enjoyable to be partners in crime when it

comes to housework, instead of nagging each other about chores. And, of course,

as an added bonus, our place is cleaner than it ever has been before. Chore Wars

has transformed something we both normally hate doing into something that

feels creative and fun. The game has changed our reality of having to do house­

work, and for the better.

We’re not alone. Chore Wars is one of the best reviewed and most beloved,

if little known, secrets on the Internet.

A mom in Texas describes a typical Chore Wars experience: “We have three

children, ages nine, eight, and seven. I sat down with the kids, showed them

their characters and the adventures, and they literally jumped up and ran off

to complete their chosen tasks. I’ve never seen my eight-year-old son make his

bed! And I almost fainted when my husband cleaned out the toaster oven.”

The experience apparently works as well for twentysomethings as it does

for kids. As another player reports: “I live in a house in London with one other

girl and six guys. A lot of the time I’m the only one tidying up, which was

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driving me slowly insane. I set up an account for us last night, and set some

‘adventures,’ and when I got up this morning everyone in the house was clean­

ing. I honestly could not believe what I was seeing. All we had to do is make

it a competition! Now the guys are obsessed with beating each other!”2

How, exactly, does Chore Wars do it?

We typically think of chores as things we have to do. Either someone is

nagging us to do them or we do them out of absolute necessity. That’s why

they’re called chores: by definition, unpleasant tasks. The brilliant master­

stroke of Chore Wars is that it convinces us that we want to do these tasks.

More important, however, is the introduction of meaningful choice into the

housework equation. When you set up your party, your first task is to create

a large pool of adventures to choose from. No player is assigned a particular

adventure. Instead, everyone gets to pick their own. There are no necessary

chores. You are volunteering for every adventure you take. And this sense of

voluntary participation in housework is strengthened by the fact that you’re

encouraged to apply strategy as you choose your own housework adventures.

Should you go for lots of chores that are fast and easy to complete, and try to

rack up as many XP as possible that way? Or should you go for the harder,

bigger chores, blocking other players from getting all that gold?

Of course, there are no good unnecessary obstacles without arbitrary re­

strictions. And for advanced Chore Wars players, that’s where the real fun

comes in. You can make it harder to earn XP and gold by adding new rules to

any adventure. For example, you can set target time limits: double XP if you

can put away your laundry in under five minutes. Or you can add a stealth

requirement: you must empty the trash without anyone seeing you. Or you

can simply tack on absurd restrictions: this chore must be done while singing,

loudly, for example, or while walking backward.

It sounds ridiculous—why would making a chore harder make it more fun?

But like any good game, the more interesting the restrictions, the more we

enjoy playing. The Chore Wars management system makes it easy for players

to dream up and try out new ways of doing the most ordinary things. Chores

are, again by definition, routine—but they don’t have to be. Doing them in a

game format makes it possible to experience fiero doing something as mun­

The Benefits of Alternate Realities | 123

dane as cleaning up a mess, simply by making it more challenging, or by re­

quiring us to be more creative about how we do it.

In real life, if you do your chores, there are visible results—a sparkling

kitchen, or an organized garage. That’s one kind of feedback, and it can cer­

tainly be satisfying. But Chore Wars smartly augments this small, everyday

satisfaction with a more intense kind of feedback: avatar improvements. As

online role-playing gamers everywhere know, leveling up is one of the most

satisfying kinds of feedback ever designed. Watching your avatar profile get

more powerful and skillful with each chore makes the work feel personally

satisfying in a way that a cleaner room just doesn’t. You are not just doing all

this work for someone else. You are developing your own strengths as you play.

Best of all, you are getting better and better all the time. Even as the laun­

dry gets dirty again or the dust starts to sneak back in, your avatar is still getting

stronger, smarter, swifter. In this way, Chore Wars brilliantly reverses the most

demoralizing aspects of regular housework. The results of a chore well done

may start to fade almost immediately, but no one can take away the XP you

have earned.

Individual success is always more rewarding when it happens in a multi­

player context, and this is part of Chore Wars’ successful design as well. The

game connects all of my individual activities to a larger social experience: I’m

never just doing “my” chores; I’m playing with and competing against others.

I can see how I measure up to others and compare avatar strengths to learn

more about what makes me unique. Meanwhile, as I’m working, I’m thinking

about the positive social feedback I’ll get in the comments on my adventure,

whether it’s friendly taunts from a rival or OMGs of amazement for getting

such a herculean task done.

Chore Wars isn’t the kind of game you’d want to play forever; like all good

games, their destiny is to become boring eventually, the better you get at them.

But even if household interest in the game dies down after a few weeks or

months, a major feat has been accomplished: players have had a rather mem­

orable, positive experience of doing chores together. And that should change

the way they think about and approach chores for some time.

So that’s how Chore Wars achieves the seemingly impossible. It turns

124 | R E A L I T Y I S B R O K E N

routine housework into a collective adventure, by adding unnecessary obsta­

cles and implementing more motivating feedback systems. And it’s the perfect

example of our next reality fix:

A FIX #7: WHOLEHEARTED PARTICIPATION

Compared with games, reality is hard to get into. Games moti­

vate us to participate more fully in whatever we’re doing.

To participate wholeheartedly in something means to be self-motivated and

self-directed, intensely interested and genuinely enthusiastic.

If we’re forced to do something, or if we do it halfheartedly, we’re

not really participating.

If we don’t care how it all turns out, we’re not really participating.

If we’re passively waiting it out, we’re not really participating.

And the less we fully participate in our everyday lives, the fewer opportuni­

ties we have to be happy. It’s that plain and simple. The emotional and social

rewards we really crave require active, enthusiastic, self-motivated participa­

tion. And helping players participate more fully in the moment, instead of

trying to escape it or just get through it, is the signature hallmark of alternate

reality projects—the focus of this and the following three chapters of this book.

If “alternate reality” is an unfamiliar term for you, then you’re not alone.

Alternate reality development is still a highly experimental field. The term

“alternate reality game” has been in use as a technical industry term since

2002, but there are still plenty of gamers and game designers who know little

about it, let alone people outside of the gaming world.

As game developers are increasingly starting to push the limits of how

The Benefits of Alternate Realities | 125

much a game can affect our real lives, the concept of alternate reality is be­

coming more and more central to discussions about the future of games. It’s

helping to promote the idea that game technologies can be used to organize

real-world activity. Most importantly, it’s provoking innovative ideas about

how to blend together what we love most about games and what we want most

from our real lives.

On a recent Saturday morning, I found myself on Twitter, trading possible

definitions for “alternate reality game” back and forth with about fifty other

alternate reality gamers and developers. We were trying to work out a short

definition that would really capture the spirit of ARG design, if not necessarily

describe all the possible technological and formal components.

Collectively, we cobbled together a description of ARGs that seems to cap­

ture their spirit more effectively than any other definition I’ve seen: alternate

realities are the antiescapist game.

ARGs are designed to make it easier to generate the four intrinsic rewards

we crave—more satisfying work, better hope of success, stronger social connec­

tivity, and more meaning—whenever we can’t or don’t want to be in a virtual

environment. They’re not meant to diminish the real rewards we get from play­

ing traditional computer and video games. But they do make a strong argument

that these rewards should be easier to get in real life.

In other words, ARGs are games you play to get more out of your real life,

as opposed to games you play to escape it. ARG developers want us to par­

ticipate as fully in our everyday lives as we do in our game lives.

Apart from this common mission, great alternate reality games can differ

tremendously from one to another, in terms of style, scale, scope, and budget.

Some ARGs, like Chore Wars, have relatively humble ambitions. They pick

one very specific area of our personal lives and try to improve it. Others have

quite audacious goals, involving entire communities or society at large: for

example, to reinvent public education as we know it, to help players dis­

cover their true purpose in life, or even to improve our experience of death

and dying.

Of course, not all ARGs are designed explicitly to improve our lives. His­

torically, in fact, most ARGs, like most computer and videogames, have been

126 | R E A L I T Y I S B R O K E N

designed simply to be fun and emotionally satisfying. But my research shows

that because ARGs are played in real-world contexts, instead of in virtual

spaces, they almost always have at least the side effect of improving our real

lives.3 And so while others might distinguish between “serious” ARGs and

“entertainment” ARGs, I prefer to look at all ARGs as having the potential to

improve our quality of life. Indeed, a significantly higher percent of newer

ARGs (created since 2007, compared with early ARGs created 2001–2006)

are designed with explicit quality of life or world-changing goals. You’ll read

about these “positive impact” ARGs in the chapters ahead.

Some ARGs are invented and playtested on a shoestring budget, whether by

artists, researchers, indie game developers, or nonprofit organizations. They’re

often developed for relatively small groups: a few hundred or a few thousand

players. Others are backed by multimillion-dollar investments, receive funding

from major foundations, or are sponsored by Fortune 500 companies. These

bigger games can attract tens of thousands, hundreds of thousands, or even, in

a few extremely successful cases, millions of players.4

Still, for the most part, alternate reality games today are small-scale probes

of the future. They’re a showcase for new possibilities. No single ARG is

changing the world yet. But taken together, they’re proving one at a time the

myriad and important ways we could make our real lives better by playing

more games.

So let’s look at a few groundbreaking alternate reality projects. As we do,

you’ll notice that there are two key qualities that every good ARG shares.

First and foremost, like any good game, an ARG must always be optional.

You can bet that if you required someone to play Chore Wars, it would lose a

large part of its appeal and effectiveness. An alternate reality game has to re­

main a true “alternate” for it to work.

It’s not enough, however, just to make something optional. Once the activ­

ity is under way, a good ARG, like any good game, also needs compelling

goals, interesting obstacles, and well-designed feedback systems. These three

elements encourage fuller participation by tapping into our natural desires to

master challenges, to be creative, to push the limits of our abilities. And that’s

where optimal experience design comes in. Without a doubt, some alternate

The Benefits of Alternate Realities | 127

realities are more fun and engaging than others, just as some traditional games

are better than others. The best ARGs are the ones that, like the best traditional

computer and video games, help us create more satisfying work for ourselves,

cultivate better hopes of success, strengthen our social bonds and activate our

social networks, and give us the chance to contribute to something bigger than

ourselves.

One ARG that achieves all of these goals is Quest to Learn—a bold new

design for public schools that shows us how education can be transformed to

engage students as wholeheartedly as their favorite video games.

Quest to Learn—And Why Our Schools Should Work More Like a Game

Today’s “born-digital” kids—the first generation to grow up with the Internet,

born 1990 and later—crave gameplay in a way that older generations don’t.

Most of them have had easy access to sophisticated games and virtual worlds

their entire lives, and so they take high-intensity engagement and active par­

ticipation for granted. They know what extreme, positive activation feels like,

and when they’re not feeling it, they’re bored and frustrated.5 They have good

reason to feel that way: it’s a lot harder to function in low-motivation, low­

feedback, and low-challenge environments when you’ve grown up playing

sophisticated games. And that’s why today’s born-digital kids are suffering

more in traditional classrooms than any previous generation. School today for

the most part is just one long series of necessary obstacles that produce nega­

tive stress. The work is mandatory and standardized, and failure goes on your

permanent record. As a result, there’s a growing disconnect between virtual

environments and the classroom.

Marc Prensky, author of Teaching Digital Natives, describes the current

educational crisis:

“Engage me or enrage me,” today’s students demand. And believe

me, they’re enraged. All the students we teach have something in

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their lives that’s really engaging—something that they do and that

they are good at, something that has an engaging, creative compo­

nent to it. . . . Video games are the epitome of this kind of total

creative engagement. By comparison, school is so boring that kids,

used to this other life, can’t stand it. And unlike previous genera­

tions of students, who grew up without games, they know what real

engagement feels like. They know exactly what they’re missing.6

To try to close this gap, educators have spent the past decade bringing more

and more games into our schools. Educational games are a huge and growing

industry, and they’re being developed to help teach pretty much any topic or

skill you could imagine, from history to math to science to foreign languages.

When these games work—when they marry good game design with strong

educational content—they provide a welcome relief to students who other­

wise feel underengaged in their daily school lives. But even then, these edu­

cational games are at best a temporary solution. The engagement gap is

getting too wide for a handful of educational games to make a significant and

lasting difference over the course of a student’s thirteen-year public education.

What would make the difference? Increasingly, some education innovators,

including Prensky, are calling for a more dramatic kind of game-based reform.

Their ideal school doesn’t use games to teach students. Their ideal school is

a game, from start to finish: every course, every activity, every assignment,

every moment of instruction and assessment would be designed by borrowing

key mechanics and participation strategies from the most engaging multi­

player games. And it’s not just an idea—the game-reform movement is well

under way. And there’s already one new public school entirely dedicated to

offering an alternate reality to students who want to game their way through

to graduation.

Quest to Learn is a public charter school in New York City for students in

grades six through twelve. It’s the first game-based school in the world—but

its founders hope it will serve as a model for schools worldwide.

Quest opened its doors in the fall of 2009 after two years of curriculum

design and strategic planning, directed by a joint team of educators and profes­

The Benefits of Alternate Realities | 129

sional game developers, and made possible by funding from the MacArthur

Foundation and the Bill and Melinda Gates Foundation. It’s run by princi­

pal Aaron B. Schwartz, a graduate of Yale University and a ten-year veteran

teacher and administrator in the New York City Department of Education.

Meanwhile, the development of the school’s curriculum and schedule has

been led by Katie Salen, a ten-year veteran of the game industry and a leading

researcher of how kids learn by playing games.

In many ways, the college-preparatory curriculum is like any other school’s—

the students learn math, science, geography, English, history, foreign lan­

guages, computers, and arts in different blocks throughout the day. But it’s

how they learn that’s different: students are engaged in gameful activities from

the moment they wake up in the morning to the moment they finish up their

final homework assignment at night. The schedule of a sixth-grader named

Rai can help us better understand a day in the life of a Quest student.

7:15 a.m. Rai is “questing” before she even gets to school. She’s working

on a secret mission, a math assignment that yesterday she discovered hidden

in one of the books in the school library. She exchanges text messages with

her friends Joe and Celia as soon as she gets up in order to make plans to meet

at school early. Their goal: break the mathematical code before any of the

other students discover it.

This isn’t a mandatory assignment—it’s a secret assignment, an opt-in

learning quest. Not only do they not have to complete it, they actually have

to earn the right to complete it, by discovering its secret location.

Having a secret mission means you’re not learning and practicing fractions

because you have to do it. You’re working toward a self-chosen goal, and an

exciting one at that: decoding a secret message before anyone else. Obviously

not all schoolwork can be special, secret missions. But when every book could

contain a secret code, every room a clue, every handout a puzzle, who wouldn’t

show up to school more likely to fully participate, in the hopes of being the

first to find the secret challenges?

9:00 a.m. In English class, Rai isn’t trying to earn a good grade today. In­

stead, she’s trying to level up. She’s working her way through a storytelling

unit, and she already has five points. That makes her just seven points shy of

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a “master” storyteller status. She’s hoping to add another point to her total

today by completing a creative writing mission. She might not be the first

student in her class to become a storytelling master, but she doesn’t have to

worry about missing her opportunity. As long as she’s willing to tackle more

quests, she can work her way up to the top level and earn her equivalent of an

A grade.

Leveling up is a much more egalitarian model of success than a traditional

letter grading system based on the bell curve. Everyone can level up, as long

as they keep working hard. Leveling up can replace or complement traditional

letter grades that students have just one shot at earning. And if you fail a quest,

there’s no permanent damage done to your report card. You just have to try

more quests to earn enough points to get the score you want. This system of

“grading” replaces negative stress with positive stress, helping students focus

more on learning and less on performing.

11:45 a.m. Rai logs on to a school computer to update her profile in the

“expertise exchange,” where all the students advertise their learning superpow­

ers. She’s going to declare herself a master at mapmaking. She didn’t even

realize mapmaking could count as an area of expertise. She does it for fun,

outside of school, making maps of her favorite 3D virtual worlds to help other

players navigate them better. Her geography teacher, Mr. Smiley, saw one of

her maps and told her that eighth-graders were just about to start a group quest

to locate “hidden histories” of Africa: they would look for clues about the past

in everyday objects like trade beads, tapestries, and pots. They would need a

good digital mapmaker to help them plot the stories about the objects accord­

ing to where they were found, and to design a map that would be fun for other

students to explore.

The expertise exchange works just like video game social network profiles

that advertise what games you’re good at and like to play, as well as the online

matchmaking systems that help players find new teammates. These systems

are designed to encourage and facilitate collaboration. By identifying your

strengths and interests publicly, you increase the chances that you’ll be called

on to do work that you’re good at. In the classroom, this means students are

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more likely to find ways to contribute successfully to team projects. And the

chance to do something you’re good at as part of a larger project helps students

build real esteem among their peers—not empty self-esteem based on nothing

other than wanting to feel good about yourself, but actual respect and high

regard based on contributions you’ve made.

2:15 p.m. On Fridays, the school always has a guest speaker, or “secret ally.”

Today, the secret ally is a musician named Jason, who uses computer programs

to make music. After giving a live demonstration with his laptop, he an­

nounces that he’ll be back in a few weeks to help the students as a coach on

their upcoming “boss level.” For the boss level, students will form teams and

compose their own music. Every team will have a different part to play—and

rumor has it that several mathematical specialists will be needed to work on

the computer code. Rai really wants to qualify for one of those spots, so she

plans to spend extra time over the next two weeks working harder on her math

assignments.

As the Quest website explains, boss levels are “two-week ‘intensive’ [units]

where students apply knowledge and skills to date to propose solutions to com­

plex problems.” “Boss level” is a term taken directly from video games. In a

boss level, you face a boss monster (or some equivalent thereof)—a monster so

intimidating it requires you to draw on everything you’ve learned and mastered

in the game so far. It’s the equivalent of a midterm or final exam. Boss levels

are notoriously hard but immensely satisfying to beat. Quest schedules boss

levels at various points in the school year, in order to fire students up about

putting their lessons into action. Students get to tackle an epic challenge—and

there’s no shame in failing. It’s a boss level, and so, just like any good game,

it’s meant to whet your appetite to try harder and practice more.

Like collaborative quests, the boss levels are tackled in teams, and each

student must qualify to play a particular role—“mathematical specialist,” for

example. Just as in a big World of Warcraft raid, each participant is expected

to play to his or her strengths. This is one of Quest’s key strategies for giving

students better hopes of success. Beyond the basic core curriculum, students

spend most of their time getting better at subjects and activities—ones they

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have a natural talent for or already know how to do well. This strategy means

every student is set up to truly excel at something, and to focus attention on

the areas in which he or she is most likely to one day become extraordinary.

6:00 p.m. Rai is at home, interacting with a virtual character named Betty.

Rai’s goal is to teach Betty how to divide mixed numbers. Betty is what Quest

calls a “teachable agent”: “an assessment tool where kids teach a digital char­

acter how to solve a particular problem.” In other words, Betty is a software

program designed to know less than Rai. And it’s Rai’s job to “teach” the pro-

gram, by demonstrating solutions and working patiently with Betty until she

gets it.

At Quest, these teachable agents replace quizzes, easing the anxiety associ­

ated with having to perform under pressure. With a teachable agent, you’re

not being tested to see if you’ve really learned something. Instead, you’re men­

toring someone because you really have learned something, and this is your

chance to show it. There’s a powerful element of naches—vicarious pride—

involved here: the more a student learns, the more he or she can pass it on.

This is a core dynamic of how learning works in good video games, and at

Quest it’s perfectly translated into a scalable assessment system.

Secret missions, boss levels, expertise exchanges, special agents, points,

and levels instead of letter grades—there’s no doubt that Quest to Learn is a

different kind of learning environment, about as radically different a mission

as any charter school has set out in recent memory. It’s an unprecedented

infusion of gamefulness into the public school system. And the result is a

learning environment where students get to share secret knowledge, turn their

intellectual strengths into superpowers, tackle epic challenges, and fail with­

out fear.

Quest to Learn started with a sixth-grade class in the fall of 2009, and it plans

to add a new sixth-grade class each year as the previous year graduates upward.

The first senior class will graduate from Quest to Learn in 2016, and potentially

from college by 2020. I’m willing to bet that that graduating class will be full

of creative problem solvers, strong collaborators, and innovative thinkers ready

to wholeheartedly tackle formidable challenges in the real world.

The Benefits of Alternate Realities | 133

SuperBetter—Or How to Turn Recovery into a Multiplayer Experience

Either I’m going to kill myself or I’m going to turn this into a game. After the

four most miserable weeks of my life, those seemed like the only two options

I had left.

It was the summer of 2009, and I was about halfway through writing this

book when I got a concussion. It was a stupid, fluke accident. I had been

standing up, and I slammed my head straight into a cabinet door I didn’t real­

ize was still open. I was dizzy, saw stars, and felt sick to my stomach. When

my husband asked me who the president was, I drew a blank.

Some concussions get better in a few hours, or a few days. Others turn into

a much longer postconcussion syndrome. That’s what happened to me. I got

a headache and a case of vertigo that didn’t go away. Any time I turned my

head, it felt like I was doing somersaults. And I was in a constant mental fog.

I kept forgetting things—people’s names, or where I’d put things. If I tried to

read or write, after a few minutes my vision blurred out completely. I couldn’t

think clearly enough to keep up my end of interesting conversations. Even

just being around other people, or out in public spaces, seemed to make it

worse. At the time, I scribbled these notes: “Everything is hard. The iron fist

pushes against my thoughts. My whole brain feels vacuum pressurized. If I

can’t think, who am I?”

After five days of these symptoms and after a round of neurological tests that

all proved normal, my doctor told me I would be fine—but it would probably

take an entire month before I really felt like myself again. In the meantime,

no reading, no writing, no working, and no running, unless I was completely

symptom-free. I had to avoid anything that made my head hurt or made the

fog worse. (Sadly, I quickly discovered that computer and video games were

out of the question; it was way too much mental stimulation.)

This was difficult news to hear. A month seemed like an impossibly long

time not to work and to feel this bad. But at least it gave me a target to shoot

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for. I set the date on my calendar: August 15, I would be better. I believed it.

I had to believe it.

That month came and went, and I’d barely improved at all.

That’s when I found out that if you don’t recover in a month, the next likely

window of recovery is three months.

And if you miss that target, the next target is a year.

Two more months living with a vacuum-pressurized brain? Possibly an

entire year? I felt more hopeless than I could have ever imagined. Rationally,

I knew things could be worse—I wasn’t dying, after all. But I felt like a shadow

of my real self, and I wanted so desperately to resume my normal life.

My doctor had told me that it was normal to feel anxious or depressed after

a concussion. But she also said that anxiety and depression exacerbate concus­

sion symptoms and make it much harder for the brain to heal itself. The more

depressed or anxious you get, the more concussed you feel and the longer re­

covery takes. Of course, the worse the symptoms are and the longer they last,

the more likely you are to be anxious or depressed. In other words, it’s a vicious

cycle. And the only way to get better faster is to break the cycle.

I knew I was trapped in that cycle. The only thing I could think of that

could possibly make me optimistic enough to break it was a game.

It was a strange idea, but I literally had nothing else to do (except watch

television and go on very slow walks). I’d never made a health care game be­

fore. But it seemed like the perfect opportunity to try out my alternate reality

theories in a new context. I might not be able to read or write very much, but

hopefully I could still be creative.

I knew right away it needed to be a multiplayer game. I’d been having a lot

of trouble explaining to my closest friends and family how truly anxious I was

and how depressed I felt, how hard the recovery process was. I also felt awk­

ward, and embarrassed, asking for help. I needed a way to help myself tell my

closest friends and family, “I am having the hardest time of my life, and I really

need you to help me.” But I also didn’t want to be a burden. I wanted to invite

people to help me.

As with any alternate reality project, I needed to research the reality of the

The Benefits of Alternate Realities | 135

situation before I could reinvent it. So, for a few days, I spent the limited amount

of time I was able to focus—about an hour a day at that point—learning about

postconcussion syndrome online. From various medical journals and reports, I

pieced together what experts agree are the three most important strategies for

getting better and coping more effectively—not only from concussions, but any

injury or chronic illness.

First: stay optimistic, set goals, and focus on any positive progress you make.

Second: get support from friends and family. And third: learn to read your

symptoms like a temperature gauge. How you feel tells you when to do more,

do less, or take breaks, so you can gradually work your way up to more demand­

ing activity.7

Of course, it immediately occurred to me that these three strategies sound

exactly like what you do when you’re playing a good multiplayer game. You

have clear goals; you track your progress; you tackle increasingly difficult chal­

lenges, but only when you’re ready for them; and you connect with people

you like. The only thing missing from these recovery strategies, really, was the

meaning—the exciting story, the heroic purpose, the sense of being part of

something bigger.

So that’s where SuperBetter comes in.

SuperBetter is a superhero-themed game that turns getting better into mul­

tiplayer adventure. It’s designed to help anyone recovering from an injury or

coping with a chronic condition get better sooner—with more fun, and with

less pain and misery, along the way.

The game starts with five missions. You’re encouraged to do at least one

mission a day, so that you’ve successfully completed them all in less than a

week. Of course, you can move through them even faster if you feel up to it.

Here are excerpts from the instructions for each mission, along with an expla­

nation of how I designed it and how I played it.

Mission #1: Create your SuperBetter secret identity. You’re the

hero of this adventure. And you can be anyone you want, from any

story you love. So pick your favorite story—anything from James

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Bond to Gossip Girl, Twilight to Harry Potter, Batman to Buffy the

Vampire Slayer. You’re about to borrow their superpowers and play

the leading role yourself.

I chose Buffy the Vampire Slayer as my story line. That made me Jane the

Concussion Slayer, and that made my symptoms the vampires, demons, and

other forces of darkness I was destined by fate to battle against. The point of

this mission is to start seeing yourself as powerful, not powerless. And it un­

derscores the fact that you are heroic for choosing to persevere in the face of

your injury or illness.

Mission #2: Recruit your allies. Every superhero has an inner

circle of friends who help save the day. Pick the people you want

to count on most, and invite them to play this game with you. Ask

each one to play a specific part: Batman needs a Robin and an

Alfred, while James Bond needs an M, a Q, and a Moneypenny.

If you’re Bella, you’ll want at least an Edward, a Jacob, and an

Alice. Give each ally a specific mission, related to his or her char­

acter. Use your imagination—and feel free to ask for anything you

need! When you’re saving the world, you can’t be shy about asking

for help. Be sure to ask at least one ally to give you daily or weekly

achievements—these are surprise accomplishments they bestow

upon you based on your latest superheroic activities.

As Jane the Concussion Slayer, I recruited my twin sister as my “Watcher”

(Buffy’s mentor in the TV series). Her mission was to call me every single day

and ask for a report on my concussion-slaying activities. She should also give

me advice and suggest challenges for me to try. Before playing SuperBetter, I

hadn’t known how to explain to her that I really needed daily contact, and not

just to hear from her on the weekends.

I recruited my husband as my “Willow” (Buffy’s smarty-pants best friend

who’s also a computer geek). His mission was to do all of the score- and record­

keeping for me, read me interesting articles, and in general help me with

The Benefits of Alternate Realities | 137

anything I wanted to do on the computer without getting a headache. Finally,

I recruited my friends Natalie and Rommel, and their miniature dachshund,

Maurice, as my “Xander” (he’s the comic-relief character). Their mission was

to come over once a week and just generally cheer me up.

Why recruit allies? Social psychologists have long observed that one of the

hardest things about a chronic injury or illness is asking our friends and fam­

ily for support. But reaching out and really asking for what we need makes a

huge difference. It prevents social isolation, and it gives people who want to

help, but don’t know how, something specific and actionable to do.

And why have achievements? Every fiero moment helps increase optimism

and a sense of mastery, which has been proven to speed recovery from every­

thing from knee injuries to cancer. But achievements feel more meaningful

when someone else gives them to you—that’s why it’s important to have a

friend or family member bestow them upon you. Kiyash gave me my achieve­

ments based on the titles of episodes of Buffy the Vampire Slayer. (For exam­

ple, I unlocked the “Out of Mind, Out of Sight” achievement for ignoring my

e-mail for an entire day, and “The Harvest” achievement for eating vegetables

for dinner instead of cookies and ice cream, which was one of my favorite

postconcussion ways to drown my sorrows. At the time, both of those felt like

epic struggles.)

Mission #3: Find the bad guys. To win this battle, you need to

know what you’re up against. Pay attention all day to anything that

makes you feel worse, and put it on your bad-guys list. Some days,

you’ll be able to battle the bad guys longer—some days not so

long. But every time you do battle, you’ll want to make a great

escape. That means getting away from the bad guy before he

knocks you flat. You can always add more bad guys to your list as

you discover them—and if you vanquish one forever, you can take

it off and claim the permanent victory.

My list of bad guys at the start of the game focused on activities I kept trying

to sneak in even though I knew they made me feel worse: reading and re­

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sponding to e-mail, running or doing any kind of vigorous exercise, playing

Peggle, drinking coffee.

The better you can identify triggers of your symptoms, the more pain and

suffering you’ll avoid. And making a great escape turns a potential moment of

failure—This is harder than it should be, or I can’t do what I want to do—into

a moment of triumph: I succeeded in recognizing a trigger and vanquished it

before it did too much damage. One of the highlights in my recovery was when

I enlisted the entire crew at the Peet’s Coffee down the block to help me

modulate the amount of caffeine in my morning iced coffee, which I was re­

ally reluctant to give up. It was their idea to start me off with 90 percent

decaf with just a splash of caffeine so that I could work my way up to half and

half, and eventually full caffeine when my brain was finally ready to be stimu­

lated again.

Mission #4: Identify your power-ups. Good thing you’ve got super­

powers. Maybe they’re not your typical superpowers—but you

definitely have fun things you can do for yourself at a moment’s

notice to feel better. Make a list, and be ready to call on them

whenever the bad guys are getting the better of you. In fact, try to

collect as many power-ups as you can every day!

For my concussion recovery, I focused on things I could do with my senses

that weren’t affected by my head injury. Touch was fine, so I could sit and

cuddle with my Shetland sheepdog. Hearing was fine, so I could sit by the

window and listen to a podcast. And the biggest superpower I discovered had

to do with my sense of smell: I really started to enjoy smelling different per­

fumes. I would go to a perfume counter, spray samples of a dozen perfumes

on cards, then take them home and smell them throughout the rest of the

evening, to see how they changed and to learn the different notes. It was one

of the most engaging activities I could do without hurting my brain at all. And

eventually, once my vertigo was improved, I was able to add to my power-up

list long walks up San Francisco hills with my husband.

The power-ups are meant to help you feel capable of having a good day,

The Benefits of Alternate Realities | 139

no matter what. Having specific positive actions to take increases the odds

of doing something that will break the cycle of feeling negative stress or

depression.

Mission #5: Create your superhero to-do list. Not every mission is

possible, but it doesn’t hurt to dream big. Make a list of goals

for yourself, ranging from things you’re 100 percent positive you

can do right now to things you might not have been able to do

even in your wildest dreams before you got sick or hurt. Every­

thing on your list should be something that would make you feel

awesome and show off your strengths. Every day, try to make prog­

ress toward crossing one of these superhero to-dos off your list. Be

sure to get your allies’ help and advice.

This final idea was inspired by a question I’d found on the website of a

New Zealand occupational therapist. “If I can’t take your pain away, what

else would you like to improve in your life?”8 It’s one of the abiding features

of a good game: the outcome is uncertain. You play in order to discover how

well you can do—not because you’re guaranteed to win. SuperBetter has

to acknowledge the possibility of failure to achieve complete recovery. But it

can also make it less scary to fail—because there is an abundance of other

goals to pursue and other rewarding activities to undertake along the way.

That’s why it seemed essential to make part of the game a project to discover

as many positive activities that it was still possible to do. It increased my real

hopes of enjoying life more, no matter what else happened with the recovery

or treatment.

One of my easiest superhero to-dos was baking cookies for people who live

in my neighborhood. I liked it so much, I did it three times. A more challeng­

ing to-do was finding an opportunity to wear my favorite pair of purple leather

stiletto boots, which meant getting up the energy to go out and see people. (I

crossed this one off my list by going to see a movie with a big group of friends.

I was a bit overdressed, but I felt great anyway.) The biggest superhero to-do

on my list was, of course, to finish this book.

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Once you have completed the five big missions, your challenge is to stay

in constant contact with your allies, collect power-ups by battling the bad guys

and making great escapes, and tackle items on your superhero to-do list. You

might want to “lock in” your gameplay by keeping a game journal, posting

daily videos on YouTube, or using Twitter to announce your achievements.

Near the end of every day, hold a secret meeting with one of your allies.

Add up your great escapes, your power-ups, and your superhero points.

Talk to your other allies as often as possible, and tell them what you’ve been

doing to get superbetter. Ask them for ideas about new things to add to your

to-do list.

Be sure you have at least one ally who is giving you daily achievements.

Share these achievements with your friends online, using Twitter or Facebook

status updates, to keep them posted on your progress.

So that’s how you play SuperBetter. But does it actually improve the reality

of getting better?

The first few days I was playing, I was in a better mood than I had been at

any time since I hit my head. I felt like I was finally doing something to get

better, not just lying around and waiting for my brain to hurry up and heal

itself.

My symptoms didn’t improve instantly—but I was so much more motivated

to get something positive out of my day, no matter what. Every day, no matter

how bad I felt otherwise, I would score at least one great escape, grab at least

one power-up, rack up some points, and unlock an achievement. Doing these

things didn’t require being cured; it just required making an effort to partici­

pate more fully in my own recovery process.

There’s not a whole lot you can prove with a scientific sample of one. I can

say only that, for me, the fog of misery lifted first, and then, soon after, the fog

of symptoms started to lift as well. Within two weeks of playing Jane the Con­

cussion Slayer, my symptoms were improved by roughly 80 percent, according

to the log Kiyash helped me keep of my pain and concentration problems on a

ten-point scale, and I was up to working as many as four hours a day. Within

a month, I felt almost completely recovered.

The Benefits of Alternate Realities | 141

I can’t say for sure if I got better any faster than I would have without playing

the game—although I suspect it helped a great deal. What I can say for sure

is that I suffered a great deal less during the recovery as a direct result of the

game. I was miserable one day, and the next day I wasn’t; and I was never that

miserable again as long as I was playing the game. When my allies joined the

game, I finally felt like they really understood what I was going through, and I

never felt quite so lost in the fog again.

After declaring my victory over the concussion in a Twitter post, I received

dozens of requests to post all the rules and missions, so that other people

could game their own injuries and illnesses—for everything from chronic

back pain and social anxiety to lung disorders, migraines, the side effects

of quitting smoking, newly diagnosed diabetes, chemotherapy, and even

mononucleosis.

I published the rule set on my blog, and I gave it the more general name

SuperBetter (after all, most people probably don’t dream of being like Buffy

the Vampire Slayer).9 I suggested that people use the hashtag “#SuperBetter”

for their own videos, blog posts, and Twitter updates, in case they wanted to

find each other online. (A hashtag is a way to easily add context to your online

content, and to find other people talking about the same topic.) And that was

it. I didn’t build a Web application, or develop an automated scoring system,

or even set up a social network for playing the game. A game doesn’t have to

be a computer program. It can simply be like chess or hide-and-seek: a set of

rules that one player can pass on to another.

An alternate reality game can be as simple as a good idea, a fresh way of

looking at a problem. SuperBetter, of course, isn’t meant to replace conven­

tional medical advice or treatment. It’s meant to augment good advice, and to

help patients take a more active role in their own recovery.

When you’re sick or in pain, getting better is all you want. But the longer

it takes, the harder it gets. And when the tough reality we have to face is that

getting better won’t be easy, a good game can better prepare us to deal with

that reality. In an alternate reality linked to our favorite superhero mythology,

we’re more likely to stay optimistic, because we’ll set more reasonable goals

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and keep better track of our progress. We’ll feel successful even when we’re

struggling, because our friends and family will define fiero moments for us

every day. We’ll build a stronger social support system, because it’s easier to

ask someone to play a game than it is to ask for help. And we’ll hopefully find

real meaning and develop real character in our epic efforts to overcome what

may be the toughest challenge we’ve ever had to face. And that’s how we get

superbetter, thanks to a good game.

THE THREE GAMES discussed in this chapter represent three of the main ap­

proaches to developing an alternate reality and solving a quality-of-life problem.

Chore Wars is an example of a life-management ARG—a soft­

ware program or service that helps you manage your real life like

a game.

Quest to Learn is an example of an organizational ARG. It uses

game design as a guiding philosophy for creating new institutions

and inventing new organizational practices.

And SuperBetter is a concept ARG. It uses social media and net­

working tools to virally spread new game ideas, missions, and rule

sets, which players can repurpose and adapt for their own lives as

they see fit.

These three methods aren’t the only ways to create an alternate reality. In

later chapters in this book, you’ll also read about live event ARGs, which gather

players at physical locations for a game that takes only an hour or a day to play,

and narrative ARGs, which use multimedia storytelling—video, text, photo­

graphs, audio, and even graphic novels—to weave real-world game missions

into a compelling fiction that plays out over weeks, months, or even years.

Of course, by the time you read this book, dozens—probably hundreds—of

new alternate reality games will no doubt be widely playable. This movement

The Benefits of Alternate Realities | 143

is just getting started. When we imagine how the ARG movement might

unfold, we can—as always—look for guidance from the past.

In the early 1970s, just before the computer and video game revolution,

another game revolution took place, with significantly less fanfare but a rather

important and lasting legacy. It was called the New Games movement, and

its goal was to reinvent sports to be more cooperative, more social, and more in­

clusive.

The New Games philosophy was simple, composed of two parts. First, no

one should ever have to warm the bench because they’re not good enough to

play. And second, competitive gameplay shouldn’t be about winning. It should

be about playing harder and longer than the other team, in order to have

more fun.

The founders of the movement, a group of San Francisco–based counter­

culturists, invented dozens of new sports, all sillier and more spectacular than

traditional athletic activities. The most well known were the “earth ball” games

(played with a ball six feet in diameter, so that it takes multiple people to move

the ball together) and parachute games (in which twenty to fifty people stand

around the rim of a piece of parachute material and flap and billow it to­

gether, working to create various shapes and ripples). They held large New

Games festivals in the Bay Area and eventually trained tens of thousands of

schools and parks and recreation departments across the country, so that they

could include New Games in their physical education and public recreation

programs.

Many of today’s leading game developers grew up playing New Games at

school and local parks—and it’s not hard to see the influence of New Games

on multiplayer and massively multiplayer game designers today. From the

cooperative missions in MMOs to the 256-player combat environments on

consoles, video gameplay today often looks a lot like a New Game, set in a

virtual world. In fact, New Games theory has come up at every single Game

Developers Conference I’ve attended over the last decade—which is how I

know that many game designers have managed to acquire for themselves a

copy of the long out-of-print and little-known New Games Book, published

in 1976.

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The New Games Book includes instructions for how to play the new sports

and, more importantly, essays explaining the philosophy of the movement.

Many of my friends in the industry have acknowledged they’ve flipped through

its pages for game-design inspiration.

I’ve nearly worn the print off the page of my favorite essay in the book. It’s

called “Creating the Play Community,” by Bernie DeKoven, then the codirec­

tor of the New Games Foundation and today a leading play theorist. In the

essay, DeKoven calls for a community of players to volunteer to be of service

to the movement. He asks: Who will be willing to try these new games and

help assess whether they are, in fact, better than the old games? If they are

better, the community should teach others how to play. If they’re not better,

the players should suggest ways to improve them, or start inventing their own

new games to test. He explains:

Because the games are new, we get a sense that we’re experiment­

ing. No one guarantees anything. If a game doesn’t work, we try

to fix it, to see if we can make it work. After all, it’s a new game.

It’s not official yet. In fact, we’re the officials, all of us, every one

of us who has come to play. We make the judgments. We each take

the responsibility for discovering what we can enjoy together.10

This is the kind of community that is currently coming together around

alternate reality games. As we develop alternate realities, we need to be both

open-minded and critical about what actually raises our quality of life, what

helps us participate more fully in our real lives, and what simply serves as yet

another distraction. There will be many, many different alternate realities

proposed in the coming years, and it’s not up to just the game developers to

shape this movement. The players, more than anyone else, will get to decide

if a new alternate reality is indeed a good game.

The “how” of alternate reality game design boils down to the game-design

principles that best generate the four rewards we crave most. Traditional com­

puter and video game developers are leading the way, constantly innovating

new ways to reap these rewards; ARG developers are already borrowing and

The Benefits of Alternate Realities | 145

refining these design strategies and development tools as their go-to solutions

for how to make the world work more like a game.

But as we playtest different possibilities to decide what makes a good alter­

nate reality, three additional sets of criteria are certain to emerge.

First: When and where do we need an alternate reality? Which situations

and spaces call for it—and when are we better off leaving reality alone?

Second: Who should we include in our alternate reality games? Besides

our close friends and family, who else would we benefit from inviting to play

with us?

And third: What activities should we be adopting as the core mechanics

of our alternate reality games? Game design is a structure—goals, restrictions,

feedback—but within that structure, we can ask players to do almost any­

thing. What habits should we be encouraging? What actions should we be

multiplying?

These three different sets of criteria are the subjects of the next three chap­

ters, which in turn cover three key kinds of alternate reality projects: alternate

realities designed to make difficult activities more rewarding, alternate reali­

ties designed to build up new real-world communities, and alternate realities

designed to help us adopt the daily habits of the world’s happiest people in

our real, everyday lives.

C H A P T E R E I G H T

Leveling Up in Life

HOW ALTERNATE REALITIES CAN MAKE

DIFFICULT ACTIVITIES MORE REWARDING

I f I have one regret in life,” I complained to the crowd at the Austin Conven­tion Center, “it’s that my undead priest is smarter than I am.” Technically speaking, it’s true: if you were to add up every A I’ve gotten in my real life, from junior high through graduate school, the total still wouldn’t come close

to my World of Warcraft character’s intellect stat. Never mind the fact that

there’s no score at all for getting smarter once you’re out of school for good.

I was giving a keynote address at the annual design and technology confer­

ence SXSW Interactive when I made this lament. The topic was, naturally, the

failures of the real world to be as engaging as a good game, and what we could

do to fix it. As I told the crowd, “I’d feel a lot better if I got plus-one intellect

for every smart thing I said during this talk. Or at least a few plus-one public

speaking points.” Giving talks is exhausting, even when I enjoy it, I explained.

It would be energizing to see some +1s pop up right on top of my PowerPoint

slides as I worked my way through the deck.

A few days later, back home in California, I received an e-mail from an

unfamiliar sender: [email protected]. The subject was “Clay has ac­

knowledged your strengths.” Clay who? I wondered. I didn’t know anyone

named Clay. I opened the e-mail anyway.

Leveling Up in Life | 147

A friend of yours, Clay Johnson, +1d you to acknowledge

some of your strengths. Specifically they’re acknowledging

these attributes:

+1 Intelligence

+1 Public Speaking

+1 Inspiration

Enjoy your day. And congratulations!

A second e-mail arrived a few minutes later, from Clay Johnson himself.

Your +1 in public speaking as you requested at SXSW! It should

have arrived in your inbox a little while ago. When you said that

during your speech, I thought, “Why shouldn’t she be able to

get a +1 in public speaking?!” and built plusoneme.com. Great

talk. Check out what you inspired.

I followed the link, and sure enough, there was a perfect little Web applica­

tion dedicated to giving and tracking stats in an array of thirty-seven different

personal strengths: creativity, generosity, speed, fashion, listening, and back­

bone, for example.

It was definitely a broader and more diverse set of stats than I’d even seen

in a role-playing game. For every plus-one you send, you can also attach a

reason: “+1 backbone for sticking up for our idea in the meeting,” for exam­

ple, or “+1 endurance for getting through the long drive home tonight.” And

you can send a plus-one to anyone via e-mail, regardless of whether or

not they’ve signed up to play. If they join the site and create a profile, their

plus-ones “stack,” or add up over time. (So far, I’m up to +25 innovation,

because I asked my colleagues to plusoneme when I do something innovative

at work.)

You can add a plus-one feed to your blog or social network page so that your

friends and family can see exactly how fast you’re leveling up, in what strengths.

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All in all, Plusoneme is pretty much exactly what you’d wish for if you wanted

to level up in real life—that is, if you wanted to have an objective measure of

how much better you’re getting at the things you’re working hard at.

Since he gave me my first plus-one, I’ve gotten to know Clay Johnson better.

It turns out that he’s the director emeritus of Sunlight Labs, a community of

open-source developers dedicated to making government more transparent

and participatory. We’ve had some very interesting conversations about how to

use game feedback systems to increase democratic participation. Frankly, I

wouldn’t be surprised to see a Plusoneme.gov someday, to help constituents

give better feedback to their elected officials.

Plusoneme isn’t a game—there aren’t any built-in goals, and there are no

restrictions on how you give or earn a plus-one. It’s more like a gesture toward

a game, a kind of musing out loud: How would it feel to get constant, real-time

positive feedback in our real lives, whenever we’re tackling obstacles and

working hard? Would we be more motivated? Would we feel more rewarded?

Would we challenge ourselves more?

A growing number of alternate reality projects suggest that, for all these

questions, the answer is a resounding yes. Systems that help us level up in real

life, by providing us with voluntary obstacles related to our real-world activity

and by giving us better feedback really can help us make a better effort. And

that gives us our next fix:

FIX #8: MEANINGFUL REWARDS A WHEN WE NEED THEM MOST

Compared with games, reality is pointless and unrewarding.

Games help us feel more rewarded for making our best effort.

I hate flying, and I spend a lot of time hating it—on the order of over 150

hours a year.

Leveling Up in Life | 149

I’m a nervous flier. I’ve gotten better over the years, but I still can’t really

work on planes, eat on planes, or sleep on planes. I certainly can’t enjoy myself

on planes. Half the time, I literally make myself sick with anxiety. Even after

a good flight, I’m so exhausted from the stress and the jet lag that it takes hours

or even a whole day or more to recover.

More than 25 million Americans have a fear of flying, while 52 percent of

frequent fliers say that the number one word to describe air travel is “frustrat­

ing.”1 And this has significant consequences for our health and well-being.

Being out of control is a fundamentally stressful feeling. Researchers have

shown that it takes a huge hit on both our happiness and our physical health.

And it’s not just in the moment that we’re negatively affected. When we go

through an experience that makes us feel endangered or powerless, our im­

mune system suffers and we experience higher levels of anxiety, depression,

and pessimism in the hours and days that follow.2

Games, of course, help put people back in control. Real gameplay is always

by definition voluntary; it is always an exercise of our own freedom. Mean­

while, progressing toward goals and getting better at a game instills a sense of

power and mastery.

The fact that commercial flying puts so many people on edge, so reliably,

makes airports and airplanes the perfect target for a game-design intervention.

If we could look forward to flights instead of dreading them, and if we could

feel powerful at the start of our trip instead of helpless, the quality of life of

frequent fliers worldwide would skyrocket. And the most fearful fliers would

be able to go on more of the trips they want to take but currently avoid.

But what would make flying more authentically rewarding? Forget frequent­

flier miles and other travel reward programs. If you’re already frustrated or

fearful about flying, earning more flights isn’t going to make you any happier.

What we need are intrinsic reward programs—and two new games for fliers

show exactly how it could be done: Jetset, the world’s first video game for

airports, and Day in the Cloud, an in-flight scavenger hunt designed to be

played plane versus plane, at ten thousand feet and higher.

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Jetset and Day in the Cloud

Jetset, an iPhone game created by Atlanta-based developers Persuasive Games,

is a cartoon simulation of an airport security line. Load the game and, on your

iPhone screen, you get to watch virtual passengers march through a cartoon

metal detector while virtual luggage rolls through the X-ray machine. Your

role in the game is to play the part of the security agent: tap the screen to

confiscate banned items and to pat down suspicious passengers. Go too slow,

and passengers miss their flights; go too quickly, and you might miss a banned

item or let the wrong passenger slip by. The longer you play, the longer the

line gets, the faster the security belt runs, and the harder it is to keep up with

new security restrictions, like “no pressurized cheese,” “no pet snakes,” “no

pudding cups,” and “no robots.”

The game’s lead designer, Ian Bogost, is a frequent business traveler who

came up with the idea for the game after suffering endless frustration in the

security line himself. The game has a decidedly satirical bent, and player re­

views often mention laughing out loud as they play.3 That’s one of the main

goals of the game, Bogost told me: to make players laugh during a stressful

situation. “Hopefully, it helps frequent fliers laugh at the absurdity of the

airport security process instead of being overwhelmed or infuriated by it.”

Technically, you can play Jetset anywhere you take your mobile phone. But

the only way to officially level up and unlock souvenir prizes to send to friends

and family is by playing the game at real-world airports. That’s because Jetset

uses the GPS data from your phone to figure out where in the world you really

are. If your actual GPS coordinates match any of the hundred airports in the

game’s database, you get access to a customized airport game level that per­

fectly matches your real-world location. Complete that level, and you unlock

a local achievement, or, in Jetset-speak, a “souvenir.” For example, at Albu­

querque International Sunport you can earn a virtual green chili pepper,

while at Los Angeles International Airport, you win giant virtual sunglasses.

Every time you earn a souvenir, you can use the game’s mobile Facebook

application to send the virtual object as a gift to a friend or family member.

Leveling Up in Life | 151

The gift lets them know not only that you’ve scored a game victory at the

airport, but also clues them in to the fact that you’re just about to start or fin­

ish a trip. In other words, Jetset helps you provide real-time travel updates to

your social network as you play.

The more airports you visit, the more strange items you can amass for your

souvenir collection and the more travel trophies you can collect. And if you’re

always flying in and out of the same airports? Then you can work on harder

and harder levels to earn premium versions of your local souvenirs. Fly often

enough in real life, and you’ll get promoted up the virtual security ranks at

your local airport. It’s essentially FarmVille for airports, providing players with

a sense of blissful productivity and social connectivity in an otherwise stressful

environment. And that’s what makes Jetset an alternate reality game, and not

just another diversion. It’s meant to improve players’ real-life experience of a

real-world environment.

Do the virtual souvenirs and power-ups have real value for the players?

Bogost certainly hopes so. He specifically designed them to give frequent fli­

ers something more fun and personally satisfying to aim for than miles and

upgrades.

“Too many business travelers are obsessed with getting more miles even

as they complain about how much they travel,” Bogost told me. “It’s a self­

defeating system: it rewards you with more of what you already hate.” Not to

mention, relying on rewards of significant monetary value to keep people

happy and motivated simply isn’t a scalable solution. There’s only so many

free seats airlines are willing to give away, and only so many VIP members

they’re willing to recognize. As soon as too many people start earning rewards,

Bogost notes, airlines simply change the rules to make it harder to win. That’s

not a very fair game.

By contrast, the potential intrinsic rewards of a good game like Jetset are

nonexhaustible. Positive emotions can be provoked for everyone who plays,

without limitation, and personal feelings of satisfaction, pride, and social con­

nection are completely renewable resources. You can simply reward more

people more often when the goal is an intrinsic reward.

Nothing epitomizes mandatory, mindless activity more than waiting in line

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at the security or boarding lines at the airport. But Jetset is a special, voluntary

mission you can undertake while waiting—in other words, an unnecessary

obstacle. By focusing on the unnecessary obstacle of the game, instead of the

mandatory obstacle of the real security and boarding process, you can in­

stantly change your state of mind from negative stress to positive activation.

You can’t opt out of security and boarding rituals, but you can opt in to the

game. It’s a subtle, but powerful, way to change the dynamics of the situa­

tion. Instead of feeling external pressure, you’re focused on the positive stress

of the game.

What I like about Jetset most is the fact that when you play, you’re not just

sleep-walking through a part of your life that you hate. You’re actively partici­

pating in the moment, taking full advantage of your location by undertaking

a game mission you could only play while at that airport.

Taking full advantage of the moment is an important quality-of-life skill: it

builds up your sense of self-efficacy by reminding you that you have the power

at any time to make your own happiness. Jetset might not permanently resolve

the ongoing frustrations of airport security and boarding, but it reminds us of

our power to improve our own experience. And for that reason, it’s an excel­

lent signal of the role that location-based games can play in improving our

quality of life in the future.

A good location-based game can transform any space into sites of intrinsic

reward. Imagine the possibilities. Three of my favorite potential game sites are

dentist offices, the department of motor vehicles, and public transportation.

Wherever there is a mandatory experience that is unpleasant or frustrating,

a surefire way to improve it is to design a good game you can only play in that

space. Jetset effectively tackles that problem for airports. But what about the

experience of actually being in the air?

Enter the Day in the Cloud challenge.

Accept the challenge.

Scour the earth.

Please remain seated.

—Invitation to play Day in the Cloud4

Leveling Up in Life | 153

Take two ordinary commercial flights, flying at the same time in opposite

directions between the same two airports. Pit them against each other in an

epic battle of online wits and creativity. Passengers spend the duration of the

flight working together to earn as many points for their plane as possible.

When both planes land, everyone on the plane with the highest score wins.

Day in the Cloud was a promotion dreamed up by Virgin America and

Google Apps. It was initially run as a small playtest, on planes traveling be­

tween the Los Angeles and San Francisco international airports. And while it

hasn’t yet been implemented across the Virgin America fleet, it serves as a

powerful indication of the kind of innovation that is possible in the air, using

technology that’s already fully in place.

The game takes advantage of Virgin America’s sophisticated in-flight en­

tertainment system, which includes seat-to-seat chat and instant messaging; a

real-time Google map that displays the plane’s location, altitude, and speed;

and WiFi Internet access for laptops, mobile phones, and PDAs.

Once the plane gets above ten thousand feet—which is when the plane’s

WiFi system is turned on—players can power up, log in, and join the game,

which consists of a series of several dozen puzzles and creative challenges that

must be completed before the plane descends back below ten thousand feet.

Each puzzle and challenge corresponds to a different altitude—the higher

the altitude, the trickier it is. A low-altitude puzzle, for example, might be as

simple as completing a maze or answering a movie trivia riddle, such as: “Ma’am,

I believe you are doing more than just flirting with me. What 1967 movie features

a more memorable version of that line?” (Check the footnotes for the answer.)5

Higher-altitude puzzles involve trickier tasks, like Mensa-level code break­

ing, and juicier goals, like snooping through a game character’s “real” online

e-mail account to find secret bits of personal information. And if you’re not a

puzzle person, you can tackle creative challenges, like: “Write a theme song

for Day in the Cloud. The lyrics should have one four-line verse and one

catchy four-line chorus. You must include at least one rhyme for ‘cloud,’ ‘cir­

rus,’ ‘stratus,’ ‘cumulus,’ or ‘nimbus’ somewhere in your lyrics.”6

The collection of puzzles and challenges is designed to be virtually im­

possible to complete alone over the course of the flight. That’s where your

154 | R E A L I T Y I S B R O K E N

planemates come in. (“Planemates” might not be a recognized English word

yet, but that’s simply because we’ve been woefully underutilizing planes as

social spaces.) Travelers are encouraged to work together, dividing and con­

quering the various challenges, and sharing solutions. You can partner with

someone in your row, sharing a laptop together. Or you can use the seat-back

communications system to trade ideas and answers.

The more passengers who play on a given plane, the higher the plane’s

potential score. So there’s a real incentive to reach out to people who look

friendly, curious, or just plain bored. And it’s not just planemates that you can

collaborate with during the game. The online game requires players to con­

nect to the Internet, and once you’re online it’s easy to pick your friends’ and

family members’ brains via e-mail or Twitter or IM. In fact, many Day in the

Cloud players set up informal Twitter teams on the ground to help them out

during the game. (Not everyone on the chosen flights knew about the game

in advance—but one of the game’s organizers told me afterward that about a

dozen people on board each flight came prepared to play.) These on-the­

ground collaborators serve as a kind of personal support system during the

flight—not only good for the game, but also good for any anxiety and boredom

you might ordinarily feel while flying.

A game timer shows you how long you have left in the flight, which is how

long you have to finish solving your puzzles and completing your creative

challenges. After the plane descends below ten thousand feet, the final scores

are calculated and reported to both planes. As one player blogged after the

flight, “Suddenly, I hear a big cheer come up from the whole plane behind

me. ‘We’ve won!’”7 Winning passengers are greeted by Virgin America gate

agents like conquering heroes when they walk off the plane.

All in all, it makes for quite a brilliant image: two planes passing in the sky,

one heading north, the other south, trying to solve the same problems from

above the clouds as they race along at hundreds of miles an hour.

Okay. So maybe this sounds fun, but you’re still thinking: Why bother?

Why add games to flights, when they already do what they’re supposed to—

get us safely from one part of the world to another? Do we really need to have

“fun” and “adventure” and make “progress” all the time?

Leveling Up in Life | 155

No, of course we don’t.

If you’re a good sleeper or worker on flights, or the kind of person who can

relax and read a good book or just enjoy the view, then tuning out the game

would be easy. You can and should go about your travel reality as usual. Many

people will—during the Day in the Cloud playtests, roughly half the fliers on

the test flights chose to play, while the other half went about their business.

But flying is difficult for many millions of people. It causes untold stress,

anxiety, exhaustion. When something is that hard for so many people, when

it causes so much daily suffering, needlessly, we should try to make it better if

we can. If you’re a nervous flier or get bored easily or just can’t sleep on planes,

an in-flight game could provide the kind of engagement and positive stimula­

tion you need to actually start to enjoy and appreciate flying.

Day in the Cloud demonstrates quite clearly that the technology and desire

is already here for a very different travel reality.

Consider some other possibilities. For example, an in-flight-only role-playing

game that remembers exactly where you left off and picks up again whenever

you board the plane. Its fantasy maps would overlay perfectly on top of the real­

time Google maps. Each quest could be undertaken only while you’re actually

flying through that part of the realm.

Collaborative, GPS-enabled challenges would require you to partner up

with someone on the ground within a hundred-mile radius of your plane

and synchronize your virtual actions together as you fly overhead. Suddenly,

flying over Nebraska is very different from flying over Kansas—because per­

haps you have allies in Nebraska who can help you score more points, if you

can get them to log on and play during those exact fifteen minutes you’re fly­

ing overhead.

Of course, frequent-flier miles could also be made to be much more useful

than they are now. For instance, you could distribute them as experience

points across various categories of skill, talent, and ability to power up your

in-flight avatar.

In-flight games even suggest a new model for earning seat upgrades—first

player to score a certain number of points wins a first-class seat. As one Day

in the Cloud player reported from the playtest, “At this point one of the

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attendants asks if I would like to move to first class since there’s more room

and I’m effectively the star player. I’m a bit reluctant, being that I’d lose my

newfound friends sitting next to me.”8 (In case you’re wondering, he eventu­

ally convinced the attendant that they should all move up together, so they

could keep collaborating.)

Ultimately, when every mile you cover in the air is a chance to rack up

more mission points, and every passenger on the plane is a potential ally, and

flying over a town or city is a chance to connect with the people who live

there, the whole experience becomes charged with potential to do more than

just get where you’re going.

THE EXAMPLE OF in-flight games presents the basic case for developing games

that connect with our everyday lives: these games can help people suffer less

and enjoy the real world more. When an experience is difficult for us, offering

challenging goals, tracking points and levels and achievements, and providing

virtual rewards can make it easier to get through the experience. Ultimately,

that’s the most important work that game designers can do in the future: to

make things that are hard for us as rewarding—as intrinsically rewarding—as

possible.

But what about activities that we already enjoy?

Can games motivate us to make a better effort, even when we already love

what we’re doing?

Trying to improve an already enjoyable activity by adding points, levels,

and achievements has its risks. Economists have demonstrated that offering

people an extrinsic reward (like money or prizes) for something they’re already

doing—and already enjoying—actually makes them feel less motivated and

less rewarded. But game points and achievements don’t have extrinsic value

yet—so as long as the main prize is glory, bragging rights, and personal fiero,

the danger of devaluing a pleasurable experience with game feedback is rela­

tively low. But it’s not nonexistent. Like money or prizes, the opportunity to

earn points and level up could potentially distract us from the initial reasons

we like to do an activity.

Leveling Up in Life | 157

Clearly, we have to be thoughtful about where and when we apply game­

like feedback systems. If everything in life becomes about tackling harder

challenges, scoring more points, and reaching higher levels, we run the risk

of becoming too focused on the gratifications of positive feedback. And the

last thing we want is to lose our ability to enjoy an activity for its own sake.

So why risk it at all? Because measuring our efforts with gamelike feedback

systems makes it easier for us to get better at any effort we undertake. As the

great nineteenth-century mathematical physicist Lord Kelvin famously said,

“If you cannot measure it, you cannot improve it.” We need real-time data to

understand our performance: are we getting better or worse? And we can use

quantitative benchmarks—specific, numerical goals we want to achieve—to

focus our efforts and motivate us to try harder.

Real-time data and quantitative benchmarks are the reason why gamers get

consistently better at virtually any game they play: their performance is con­

sistently measured and reflected back to them, with advancing progress bars,

points, levels, and achievements. It’s easy for players to see exactly how and

when they’re making progress. This kind of instantaneous, positive feedback

drives players to try harder and to succeed at more difficult challenges.

That’s why it’s worth considering making things we already love more

gamelike. It can make us better at them, and help us set our sights higher.

Nike+

Let’s consider the gamelike Nike+ (or “Nike plus”) running system, a motiva­

tional platform that is wildly popular among people who already love to run—

especially those who want to run farther and faster.

Nike+

Stats! Stats! It got me out of bed to run this morning cuz I need

BETTER STATS. It’s real world achievement points! Who else

will play with me? I seek challengers!9

—Message board post from a new Nike+ runner

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The very first time I went running with the Nike+ system, I ran faster than

I had in my entire life.

I was running my favorite route, a four-and-a-half-mile course in the Berke­

ley Hills. In six years, running it a couple times a week, I’d never once finished

faster than 41:43. But on my first Nike+ run, I clocked in at 39:33, more than

two minutes ahead of my all-time personal best. How in the world did I sud­

denly get so much faster? It’s no mystery: I was motivated by better, real-time

feedback and by the promise of online rewards when I got home.

Running, of course, is its own reward. You feel the endorphins, you clear

your mind, you build stamina, you burn calories, you get stronger. But it’s also

a struggle—to find the time, to convince yourself that you have the energy

when you’d rather sleep late, to go out whether it’s hot or it’s raining, and to

fight off boredom doing a highly monotonous activity. Runners love running,

but motivation is still an issue. So Nike+ is designed to provide an added layer

of intrinsic motivation, beyond the runner’s high and the physical results.

If you’ve never seen it in action, here’s how Nike+ works. An inexpensive

sensor—it costs about twenty dollars and is smaller than a poker chip—fits

imperceptibly inside the sole of almost any standard Nike sneaker. It’s acti­

vated by movement (thanks to an accelerometer) and communicates with

your iPod (via radio transmitter) to tell you exactly how fast you’re running and

how far you’ve run. As you’re running, presumably to your favorite music, the

iPod screen displays your stats in real time.

Getting feedback in real time makes a huge difference when it comes to

running faster and longer. Just being able to see when you’re slowing down—

something that happens unconsciously as you tire or lose focus—helps you

bring your attention back to your pace. Meanwhile, pushing yourself to run

faster is instantly more rewarding, because you get to see the numbers drop

lower and lower the faster you go. It’s one thing to set a time goal and try to

reach it; it’s another thing entirely to know every step of the way if you’re run­

ning fast enough to achieve it.

When you get home, you can plug your iPod into your computer, and the

Nike+ system will upload your data and add it to your running profile. That’s

Leveling Up in Life | 159

where the online rewards come in. Every mile you run earns you a point; score

enough points, and you level up. There are six levels currently on Nike+,

which follow the same color grading as martial arts belts: yellow, orange, and

green; blue, purple, and black. Like any good MMO, you advance Nike+

levels quickly at first, but over time it takes more and more effort to reach the

next level. Right now, I’m a level green runner, having logged 272 miles since

joining, and I have 348 more miles to run to reach the blue level. That’s an

intimidating number, but I’m so motivated to level up that I bet I’ll run the

next 348 miles in even less time than I ran the first 272.

Based on the data the Nike+ sensor collects, you can also earn personal on­

line trophies for best times and longest runs, as well as achievements for meet­

ing training goals, like working your way up to a 10K distance or running a

hundred miles in a hundred days. And when you’ve had a particularly good

run, a famous athlete like Lance Armstrong will cheer you on before you even

catch your breath, with a congratulatory audio message like this: “Congratula­

tions! You’ve just recorded a personal best for the mile” or “Way to go! That

was your longest run yet.”

You can keep your running profile private and your accomplishments

to yourself—if you want. Or you can push your stats and achievements out to

your Nike+ friends online, to everyone you know on Facebook, or even to the

whole world on Twitter. Perhaps my favorite Nike+ motivational feature is the

“power song.” It’s the musical equivalent of a health pack or a power-up in

a video game. Whenever you need a boost of energy or extra motivation to

keep running or pick up speed, you simply hold down the center button on

your iPod. That quick gesture automatically triggers your favorite, preset run­

ning song. For me, pressing the center button during a hard run feels like I’m

unlocking some secret super-running power that I didn’t even know I had.

The faster pace, the pounding beat, the lyrics ringing in my ears like a per­

sonal mantra—it’s the one time in the real world I feel like I have the ability

to summon the kind of magical powers that I’m used to deploying in vir­

tual worlds.

Add all that up—real-time stats, a leveling system, personal achievements,

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and your own personal power-up song—and Nike+ makes for a very good

running game, one that uses better feedback and reward to help you put in a

better effort and aspire to more than you would otherwise. But why play alone

when you can play with others? It’s the online community built around the

Nike+ system that turns it into something really spectacular: not just a run­

ning game, but a massively multiplayer running game.

The Nike+ online community has more than 2 million active members,

all of whom are collecting and sharing data about their runs in order to com­

pete in challenges and contribute to team missions.

Anyone can design their own challenge and invite whomever they want to

play with them. It can be competitive—everyone tries to get the best score—

or collaborative—you try to get all of the participants to successfully finish

the challenge before time runs out. Challenges can be as small as a two-player

rivalry—husband versus wife or brother versus brother, for example: Who

can log the most miles in a week? Or they can be set up as a team event for

a group of friends or coworkers, with a dozen, or twenty, or fifty runners, or

more—one neighborhood races another, for example, or every department for

itself: how many teams can collectively log a thousand kilometers before time

runs out?

The challenges can also be public free-for-alls, with hundreds, thousands,

or even tens of thousands of competitors. As I’m writing this, there are more

than seven thousand user-created public challenges to participate in, including

the collaborative individual challenge of “running around the earth,” in which

each participant runs 24,902 miles—the challenge expires in the year 2027,

making this ambitious goal seem a bit more reasonable—and a competitive

team challenge for runners who go out with their dogs. (In this public chal­

lenge, players can join a team based on breed; out of fifty different teams,

currently Labradors and beagles are leading the total mile count, followed

closely by the mutts, but the Australian shepherds have the fastest pace.)

The challenge puts the runner’s personal goals into a larger social context,

which gives each jog more meaning. Every run is adding up to something—

and depending on what motivates me most, I can join challenges that stoke

my competitive spirit or call on my sense of responsibility to my teammates.

Leveling Up in Life | 161

My Nike+ Mini trash-talks me. (Nike Corporation, 2009)

Of course, no good MMO would be complete without an avatar. Nike+ is

no exception. When you join the Nike+ community, you get to create a “Mini,”

officially described as your “tiny running partner,” whom you can customize

to look just like you. Your avatar’s energy level and animations are based on

your run activity: how far and how often you run. If you’ve put in a few good

days in a row, your Mini is ecstatic and bouncing off the walls. If you’ve slacked

off for a week or two, your Mini pouts and mopes and gently teases you for

being such a slacker. Just a few days ago, my Mini was making faces at me and

saying, “If only I practiced running like I practice paddleball.”

Your Mini greets you whenever you log in to Nike+, you can embed it into

your Facebook profile or blog (so others can see your avatar), and you can

even download a screen saver starring your Mini at play (so you have to come

face-to-face with your avatar even when you’re not thinking about running).

Recent research suggests that this kind of ambient avatar feedback is re­

markably effective. In a widely cited experiment conducted at Stanford Uni­

versity’s Virtual Human Interaction Lab (VHIL), researchers demonstrated

that watching customized, look-alike avatars lose or gain weight as we do

exercise makes us work out longer and harder.10 Participants who received

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“vicarious reinforcement” from their avatars volunteered to do on average

eight times more exercise repetitions than participants without avatar feed­

back. That bodes well for the potential use of Mini-like avatars at home or at

gyms, where people are more likely to work out in front of screens. (And, in

fact, many home fitness games, including Wii Fit and EA Sports Active, use

avatar feedback to engage players in harder workouts.)

But there’s no reason that people working out need to be stuck in front of

a screen to get the benefit of avatar feedback. In another experiment, Stanford

VHIL researchers discovered that simply showing subjects a short animation

of their look-alike avatar running in the laboratory inspired subjects to spend

on average an hour more running in the first twenty-four hours after they left

the laboratory. (There was no motivation effect watching a random avatar; it

worked only when the avatar was highly customized to look like the subject.)

The researchers theorized that seeing virtual versions of themselves doing a

positive activity stimulated memories of the subjects’ own real-life positive expe­

riences, making them more likely to reengage in the activity. They were careful

to note in their findings that participants in the study, all college-age students in

northern California, were generally healthy and fit. There was no evidence to

suggest that someone who hates running would be likely to run for an hour after

seeing their avatar do it. The avatar reinforced positive feelings about running,

rather than creating them from scratch.

Yesterday, after my first run in a couple of weeks, my Mini danced around

my iPod smiling, saying, “I can hardly contain myself! I’m a running ma­

chine!” Today, after another run, she’s leaping over hurdles and shouting, “I

can do anything! I feel amazing!” I have to admit—the animations are a fairly

accurate depiction of my own inner runner. It’s definitely working the way the

Stanford researchers theorized it should: my Mini reminds me of why I love

to run and therefore makes me more likely to get out of the house and do it.

But there’s also something else going on. I find that I want to run more in

order to make the Mini happy.

Though it might seem ridiculous, this kind of emotional connection hap­

pens in games all the time—especially in tending and caretaking games, like

the Xbox Viva Piñata series, in which players have to support an ecosystem of

Leveling Up in Life | 163

“living,” wild-roaming piñata animals, or the Nintendo Pikmin series, which

puts the player in charge of an army of eager-to-please but dumb and highly

vulnerable creatures. MIT researcher Judith Donath has studied the emo­

tional attachment we form to virtual creatures. She argues that game charac­

ters programmed to appear dependent on us for their well-being provoke a

hardwired human desire to nurture and care for them, and it doesn’t hurt that

they are cute, helpless creatures. “Time spent playing with them feels like

care-taking, an act of responsibility and altruism,” Donath explains. “We de­

velop empathy for them and become invested in their well-being.”11 Naturally,

then, the happier our virtual creatures appear to be as a direct result of our

actions, the more satisfied we are as effective caretakers.

Virtual-creature happiness is not nearly as obvious a feedback system as

points, levels, and achievements. But it’s part of a larger potential field of re­

ward innovation, as we continue to learn how to better motivate ourselves by

applying the best design strategies of games to our real-life activities.

THE MORE we start to monitor and self-report our daily activity, whether

through GPS, motion sensors, biometric devices (to track heart rate or blood

sugar levels, for example), or even just with manually entered status updates,

the more we’ll be able to chart our progress, set goals, accept challenges, and

support each other in our real lives in the way we do in our best games. Given

the overwhelming success of the Nike+ system, it’s not difficult to imagine

adopting some of the Nike+ strategies for other activities that we want to do

faster, more often, or simply at a higher level.

I for one would have loved a Writing+ system while writing this book.

I’d have a “mini” writer whose mood and energy was based on my daily word

count. I’d have the opportunity to earn achievements, like showing up to write

ten days in a row, or to set a personal best for most words written in a day. The

system could also keep track of the complexity of my writing—how many

words I use per sentence, and how many sentences per paragraph, for exam­

ple. I could use this data to improve the clarity of my writing and vary its

structure. I could set up friendly rivalries with other authors—both friends in

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real life and authors that I’m a fan of. I think I would have been a lot more

inspired to write if I knew I’d be able to compare my daily writing stats against

the real-time stats of my favorite fiction writers—Curtis Sittenfeld, Scott West­

erfeld, Cory Doctorow, and Emily Giffin.

Any project or challenging hobby that we’re working on that we want to

see through to completion would benefit from more gamelike feedback and

ambient support. We may be looking at a future in which everything we do

can be “plus”: Cooking+, Reading+, Music+.

Maybe even . . . Social Life+?

That’s the idea behind Foursquare, a social networking application de­

signed to motivate players to lead a more interesting social life.

Foursquare

The premise of Foursquare is simple: you’ll be happier if you get out of the

house more and spend more time face-to-face with your friends.

Created by independent New York City–based developers Dennis Crowley

and Naveen Selvadurai, Foursquare takes its name from the classic red- rubber­

ball playground game. To participate in Foursquare, you simply log in to the

mobile phone application whenever you show up somewhere public that

you deem fun, then tell the system where you are. That’s called a “check-in,”

and you might find yourself checking in from a restaurant, bar, café, music

venue, museum, or wherever else you like to go. Whenever you check in,

Foursquare then sends real-time alerts to your friends so they can join you

if they’re free and in the neighborhood. It also lets you know if any of your

friends are already nearby, in case you want to meet up with them. Most im­

portantly, Foursquare keeps track of where you’ve been, when, and who you’ve

checked in with, if they’re playing Foursquare, too. By mid-2010, more than

a million people were tracking and sharing data about their social lives using

the Foursquare system. And more than three-quarters of those users were

checking in thirty or more times each month.12

Leveling Up in Life | 165

Out of all this data, Foursquare produces a series of online metrics about

your social life: how often you go out, how many different places you visit,

how many different people you spend time with each week, and how fre­

quently you visit your favorite spots. On their own, these metrics aren’t that

interesting. They’re just data, a way to quantify what you’re already doing.

What really makes Foursquare engaging is the challenge and reward system

built around the data.

The most popular Foursquare feature is a competitive challenge called The

Mayor. The rules read: “If you’ve got more check-ins than anyone else at a

particular place, we deem you ‘The Mayor’ of that place. But once some­

one else comes along who has checked in more times than you, they then steal

the ‘Mayor’ title back from you.” As soon as you become mayor, Foursquare

sends an announcement to your friends congratulating you. Even better, some

bars and restaurants have set up special deals for whoever happens to be mayor

at any given time. The Marsh Café in San Francisco, for example, lets the

current mayor drink for free. Of course, this is also a smart move on the part

of the café—players have extra incentive to bring their friends there nightly to

try to achieve or hold on to the mayor status, boosting business throughout

the week. It’s also a good example of how traditional brick-and-mortar com­

panies might be able to augment their services by more actively taking part in

this popular reality-based game. Currently, hundreds of venues—from the

Sacramento Zoo to a Wendy’s fast-food restaurant in the student union at

the University of North Carolina Charlotte—offer deals or freebies for Four-

square players.

Why do people love the idea of becoming the mayor? Because trying to

become mayor of your favorite city spots gives you a chance to keep doing

something you already love, but do it more. It gives you an excuse to spend as

much time as possible at the places that make you happiest. And when you

notice someone else vying for your mayor status, you get an instant friendly

rival, motivating you to visit your favorite places more often, the same way a

Nike+ challenger pushes you to run faster and longer.

Foursquare is also a personal achievement system, consisting of virtual tro­

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phies and badges. Trophies automatically unlock in your profile when you

celebrate checking in to your tenth, twenty-fifth, fiftieth, and hundredth dif­

ferent venues in a single city. In order to earn these trophies, you can’t just be

content with being the mayor at one place. You have to venture outside your

usual spots and expand your social horizons. You can also earn badges like the

Foodie badge, earned by checking in to Zagat-rated restaurants in New York,

San Francisco, Chicago, and other major cities, or the Entourage badge for

checking in at the same time and place as ten or more of your Foursquare

friends.

In the end, what makes a Foursquare social life better than your regular

social life is the simple fact that to do well in Foursquare, you have to enjoy

yourself more. You have to frequent your favorite places more often, try things

you’ve never tried before, go places you’ve never been, and meet up more

often with friends whom you might not ordinarily make time to see in person.

In other words, it’s not a game that rewards you for what you’re already doing.

It’s a game that rewards you for doing new things, and making a better effort

to be social.

There’s one more significant benefit to adding compelling stats to your

social life. Because players want their statistics to be as accurate (and impres­

sive) as possible, they’re more likely to remember to check in and send status

updates about where they are. That makes it easier for their friends to find

them, and therefore more likely to make plans to see them.

Ultimately, the real reward of seeing friends more often and breaking outside

your routine has nothing to do with virtual badges or social life points or online

bragging rights. The real rewards are all the positive emotions you are feeling,

like discovery and adventure; the new experiences you’re having, like hearing

more live music and tasting more interesting food; and the social connections

you’re strengthening by being around people you like more often. Foursquare

doesn’t replace these rewards. Instead, it draws your attention to them.

Some people, of course, are natural social butterflies or nightlife adventur­

ers. For others—workaholics, homebodies, introverts—getting out and doing

something new is no small feat, especially when there are so many compelling

reasons to stay in our own living rooms.

Leveling Up in Life | 167

There’s a popular gamer T-shirt that shows an Xbox Live–style badge of a

door ajar with these words alongside: “Achievement unlocked: Left the

house.”13 It’s a joke, but it also speaks to the real challenges of trying to lead

a meaningful, balanced life in the nonvirtual world. As we struggle to find

the right balance between virtual and real-life adventures, a game like Four-

square can nudge us in the right direction and help us put our best efforts

where we can reap the most satisfying rewards: back in the real world, with

the help of a good game.

C H A P T E R N I N E

Fun with Strangers

HOW ALTERNATE REALITY GAMES CAN CREATE

NEW REAL-WORLD COMMUNITIES

I t’s a cold and dreary afternoon, and you’re walking down a busy street. You’re lost in your thoughts when suddenly a woman’s voice whispers in your ear, “There’s a lover nearby . . .” You look around, but everyone seems as lost in their own world as you were just a few seconds ago. If there’s a lover

nearby, you have no idea who it is.

Then you hear the voice again, this time updating you on your game sta­

tistics: “Your life is now at level six.” That’s one level higher than it was before

the lover passed by.

Some stranger on the street just gave you a life.

But who was it? Is it that kid sitting on the steps now a few buildings behind

you, with his earbuds tucked in? He looks like he’s listening to music—but is

he listening for lovers, too? Or is the lover that man in the suit with his Blue­

tooth earpiece, pacing back and forth? He looks like he’s on a business call—

but could he be your secret benefactor?

Or has the lover moved on? Perhaps you are on your own again.

You haven’t gone another half block when the voice interrupts, this time

more insistently, “There’s a dancer nearby.” Then, right away: “There’s an­

Fun with Strangers | 169

other dancer nearby. Your life is now at level four.” Damn! Who just stole two

lives from you?

It must be a couple, playing together, because you’ve lost two lives in such

rapid succession. You spin around and notice a couple holding hands walking

in the opposite direction. They might be wearing headphones under their

hoods. You didn’t notice them before, but they must be the dancers. You hurry

down the block before they circle back and take another life from you.

Clearly, you need to find some other lovers as quickly as possible, team up,

and restore each other’s life levels. If your life falls to zero, you’re out of the

game. But how do you discover the other players hidden in the crowd? As

the game instructions suggest, “You could find a stranger and ask them, ‘Are

you a Lover or a Dancer?’” But that feels too forward, too abrasive. You feel

more comfortable scanning the crowd, looking for people who seem to be

looking for others. That way, you can gravitate toward the most promising

strangers, stand near them, and wait to see if your life level goes up or down.

If nothing happens, you know they’re not playing the game and you don’t

have to bother them. But if your life level goes up, you can try to smile and

make eye contact. You can try to show the stranger that you can be trusted. . . .

Learning how to offer comfort to strangers, and how to receive it, is the

primary challenge of a game called, naturally, the Comfort of Strangers. It’s a

game for outdoor city spaces, designed by British developers Simon Evans and

Simon Johnson. It’s played on PDAs and phones with Bluetooth detection that

alert you via your headphones or earpiece whenever other players are within

a few yards’ distance. The PDAs automatically detect other players within a

few yards and register a gain or loss of life whenever you cross paths. Half the

players are “lovers”; they form one team. The other half are “dancers,” and

they form the opposing team. If you encounter a player on your team, you gain

a life; if you encounter a player on the opposing team, you lose one.

The Comfort of Strangers is played anonymously; you can download and

start the application and wander out into the city streets without any idea of

who else is playing or how many players there are. There’s no visual or screen

element to the game, so you can play it quite discreetly, with your PDA tucked

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into a pocket. The only clue that you’re playing is that you’re wearing head­

phones—but it’s easy to blend in with the increasing number of people who

wear earbuds or earpieces while out in public spaces.

At the start of the game, you don’t know what side you’re on. You have to

learn whether you’re a lover or a dancer by listening to the voice that whispers

in your ear and keeping track of whether your life is going up or down. Every­

one starts the game with ten lives, and when only one team remains alive, the

game ends.

According to Evans and Johnson, the game is designed to evoke the feelings

of loneliness and anonymity that are a mainstay of urban life—as well as to

provide opportunities for strangers to mean something to each other, if only

briefly. As they explain, “The game immerses players in the crowd, exposing

them to the ambivalent feelings aroused by city life, the freedom of anonym­

ity and its loneliness. Out of the drive to stay in the game, players create ad

hoc, or improvised, social groups.”1 They have to develop their intuition about

how to tell who else is playing, and therefore who represents a part of the game

community. They learn to see strangers for the potential relationships they

represent, not just as obstacles to avoid as they pass by.

The emotional impact of the Comfort of Strangers is intense. It not only

heightens your awareness of the potential for strangers to play a role in your

life, it also provokes a real curiosity about others, and a longing to connect.

When you start the game, you feel like you might be the only one playing.

Each time you encounter another player, it’s reassuring—even if they’re on

the other team. When I asked Simon Johnson about the social goals of the

game, he told me this was intentional:

We wanted our players to find some way to connect with the

strangers around them, so we tried to make them feel lost and

alone. We set the game up to create a degree of uncertainty in

players as to who was and was not playing. We played with the

boundary between players and nonplayers so that finding another

playing stranger always brings you comfort, even if they’re on the

Fun with Strangers | 171

opposite side. Because at least they understand your actions, they

understand that you are part of the same game.2

The Comfort of Strangers can be a short game or a long game, depending

on how willing players are to overcome their hesitations about reaching out

to strangers, and depending on how tightly they can learn to stick together in

the crowd.

In theory, if such a game became immensely popular, you could play it all

the time, as part of your regular routine—you’d simply turn the game on when­

ever you walked outside and always keep open the possibility of running across

another player as you went about your ordinary business. But in practice, while

games like this are still relatively new, there isn’t a critical mass of players to

accommodate continuous play. Instead, players organize games online and set

precise windows of time and playing fields: for example, in a certain neighbor­

hood, during a certain hour, on a particular date. This kind of advanced sched­

ule keeps players anonymous, but ensures there will be enough density of play

for players to have a good chance of encountering each other.

Because a critical mass is so important to games like the Comfort of Strang­

ers, in 2008 Evans and Johnson cofounded an annual Bristol-based festival

called Interesting Games, or Igfest, for innovative outdoor games. The festival

is meant to provide support for and exposure to other game developers who

are working to make cities more interesting and friendlier spaces. And it’s

one of an increasing number of urban game festivals worldwide—from the

annual Come Out & Play festival in New York City, founded in 2006, and the

Hide & Seek Weekender festival in London, founded in 2007, to the Urban

Play festival in Seoul, South Korea, founded in 2005—that are designed

to test the power of games to improve the feeling of community in real­

world spaces.

These outdoor game festivals gather critical masses of players together for

an entire week or weekend of games with the aim of helping to introduce

these games to the public at large. They also embody our ninth fix for reality

in action:

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A FIX #9: MORE FUN WITH STRANGERS

Compared with games, reality is lonely and isolating. Games

help us band together and create powerful communities from

scratch.

What does it mean to create a community from scratch?

It’s hard to pin down the difference between a community and a crowd, but

we know it when we feel it. Community feels good. It feels like belonging,

fitting in, and actively caring about something together. Community typically

arises when a group of people who have a common interest start to interact

with each other in order to further that interest. It requires positive participa­

tion from everyone in the group.

In order to turn a group of strangers into a community, you have to follow

two basic steps: first, cultivate a shared interest among strangers, and, second,

give them the opportunity and means to interact with each other around that

interest.

That’s exactly what a good multiplayer game does best. It focuses the atten­

tion of a group of people on a common goal, even if they think they have

nothing in common with each other. And it gives them the means and moti­

vation to pursue that goal, even if they had no intention of interacting with

each other previously.

Does a game community among strangers last? Not always. Sometimes it

lasts only as long as the game itself. The players might never see or talk to each

other again. And that’s perfectly okay. We often tend to think of communities

as best when they’re long-term and stable, and certainly the strength of a com­

munity can grow over time. But communities can also confer real benefits

even when they last for mere days, hours, or even minutes.

When we have community, we feel what anthropologists call “communitas,”

or spirit of community.3 Communitas is a powerful sense of togetherness, solidar­

ity, and social connection. And it protects against loneliness and alienation.

Fun with Strangers | 173

Even a small taste of communitas can be enough to bring us back to the

social world if we feel isolated from it, or to renew our commitment to par­

ticipating actively and positively in the lives of people around us. Experienc­

ing a short burst of community in a space that previously felt uninviting or

simply uninteresting can also permanently change our relationship to that

space. It becomes a space for us to act and to be of service, not just to pass

through or observe.

Comfort of Strangers designers Evans and Johnson believe that experiencing

communitas in an everyday game can spark a taste for the kinds of community

action that make the world a better place. Learning to improvise with strangers

toward a shared goal teaches players what they call “swarm intelligence”—

intelligence that makes people better able and more likely to band together

toward positive ends. “As we’re making these games, we dream of the other

revolutionary things swarm intelligence might make possible. Low-carbon fu­

tures, mass creativity, living happily with less.”

It’s not such a radical idea. To see why, let’s look at two other games de­

signed to create unexpected moments of communitas in a specific shared

space: Ghosts of a Chance, a game for a national museum, and Bounce, a

game for a retirement center. Both groundbreaking projects demonstrate the

growing importance of having more fun with strangers and of using games to

build our own capacity for community participation.

Ghosts of a Chance: A Game to Reinvent Membership

Most museums offer memberships where members pay an annual fee and can

then visit the museum as often as they’d like. It’s a good way to raise money

and promote visitation, but it’s not a particularly good way to experience mem­

bership. Members of the museum are, for the most part, like any other visitor:

they take in the museum’s offerings, but don’t interact with other members, or

even know who they are.

Recently, the Smithsonian American Art Museum set out to experiment

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with a new model of museum membership, a way to really belong to a mu­

seum. It’s a model that calls for members to contribute real content to the

museum’s collection and to collaborate with each other online in between

museum visits. To test this more participatory model of membership, the

Smithsonian developed a six-week alternate reality game called Ghosts of a

Chance for one of its main facilities, the Luce Foundation Center for Ameri­

can Art.

The Luce Foundation Center is described as a “visible storage facility” for

the Smithsonian. It displays more than thirty-five hundred pieces of American

art, including sculptures, paintings, craft objects, and folk works, in densely

packed floor-to-ceiling glass cases. Its primary purpose is to display as much of

the vast Smithsonian collection as possible, much more than can typically be

included in the other galleries.

Because it’s so packed with art, visiting the Luce Foundation Center is a

bit of a treasure hunt already: among all the diverse pieces, you have to seek

out the special objects that speak to you most. The center has at the core of its

mission teaching visitors to really hear what the art objects have to say, and

its educational materials often focus on how art is a window into the lives

and times of its creators. There’s a sense in the museum that history lingers in

the art objects almost like a ghost, waiting to whisper its tales to visitors. Learn­

ing how to hear those tales, and how to whisper our own histories through

artwork, was the inspiration for the Ghosts of a Chance game.

The game begins with what at first seems like a real press release from the

museum. Members, as well as public visitors to the museum’s website, are

invited to meet two new curators at the center, Daniel Libbe and Daisy For­

tunis. According to the press release, they will both be writing about their work

on blogs and their social network pages. Read the fine print, however, and you

realize Daniel and Daisy aren’t real curators. They’re fictional characters in a

new, experimental game produced by the Smithsonian. And if you want to

find out more, you have to friend these fictional characters on Facebook and

start following their blogs.

That’s when you discover that Daniel and Daisy are having a rather extraor­

dinary experience: they’re communicating regularly with two ghosts haunting

Fun with Strangers | 175

the Luce gallery, a man and a woman who lived a century and a half ago.

Angered at being forgotten by history, the ghosts are threatening to destroy the

museum’s precious artifacts—and they won’t rest until their stories are repre­

sented in the museum’s glass cases.

Frightened but resourceful, Daniel and Daisy make special arrangements

for a one-day exhibit called, naturally, Ghosts of a Chance. But ethereal ghosts

can’t make real art—so Daniel and Daisy need the museum members to help.

It’s up to them, the players, to interpret the two ghosts’ histories—by transform­

ing their tales into art objects that the curators promise to display in a special

gallery event.

And so a gameplay mechanism is established. Each week, the ghosts reveal

a new dramatic chapter in their lives to Daniel and Daisy, describing in mys­

terious terms the kind of art piece that they feel would best capture their secret

histories. Daniel and Daisy then pass on the new information to members of

the game and charge them with the important mission of making that art real,

then sending it to the Smithsonian for inclusion in the exhibit.

In the first mission, for example, players learn that one of the ghosts is tor­

tured by memories of a dear friend, a young lady from a very wealthy family:

She’s a girl from another time, she blushes and rustles as she

passes, taffeta skirt buoyed by crinolines. She has taught herself to

fling her burnished curls with just a turn of her head; she and her

sister practiced for hours in front of an oval mirror. At twenty, she

is poised; she understands her value; her next great adventure

awaits her. A mate. Travel. Then, domesticity—which involves a

love of gardening, cleanliness and the proper care of servants. . . . 4

Players are then challenged to craft this girl’s most prized piece of jewelry,

what the ghosts call the Necklace of the Subaltern Betrayer. Instructions for

designing the necklace are spare, and poetic: “The Necklace I want should fit

perfectly around her neck, but remain there only long enough for me to steal

it right off again.”

Players discussed the challenge in online forums: What does “subaltern”

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mean? (They learned that it is a political-science term for people who lack

power or social status in a given society.) They debated: Should the necklace

be old-fashioned, or a modern interpretation of the tale? They collaborated

to unpack the meaning of the tale, to analyze the cultural clues embedded in

it, and to strategize about how to craft a necklace that could evoke such a story

and communicate such intense feelings.

As a community, the players decided the necklace should convey what it

would feel like to wear the heavy and inflexible societal expectations of a

woman of money and privilege. One player created a necklace titled “Some­

one to Watch Over Me,” comprising more than a dozen squares of fabric, each

screenprinted with the image of a different staring eye. The eyes are stacked

on top of each other in geometric sets of one, two, and three, and strung along

a pretty pink ribbon. The aesthetic is both girly and intimidating. Another

player submitted a necklace titled “Enclosure,” which appears to be con­

structed from barbed wire strung with rubies. Both the title and design of the

work suggest that its wearer is trapped and limited by her social status, her

riches preventing her from living the life she might otherwise pursue.

All of the player-created artifacts received by the museum were cataloged

online and archived at the Luce Foundation Center. Players around the world

could see the different interpretations of the challenge—either online or in

person by visiting the objects on temporary display at the museum. In the end,

more than six thousand Smithsonian members and fans participated in the

online experience, while two hundred fifty attended the opening of the Ghosts

of a Chance exhibit in person.5

Why design a game, instead of issuing an open invitation to design for the

museum? There are two good reasons. Because it was a “game” and not a

serious art competition, people who wouldn’t normally feel capable of con­

tributing artwork were free to try without risking embarrassment. The game

structure, with its clues and narratives, also gave a larger and more atypical

museum membership—in this case, mostly students and teenagers—an op­

portunity to participate in the making of the exhibit, through online discussion

and analysis of the artworks, even if the members didn’t contribute art them­

Fun with Strangers | 177

selves. These players helped serve as virtual “curators” for the Ghosts of a

Chance exhibit.

To become a member of any community, you need to understand the goals

of the community and the accepted strategies and practices for advancing

those goals. Participating in Ghosts of a Chance educates museumgoers about

both. Although it was a game, the participating players were treated seriously

as both artists and curators. As Nina Simon, a leading expert on the use of

technology in museums, reported at the time, “The game artifacts [were] of­

ficially entered into the collection database and stored (and accessed) the way

other artifacts are—via appointment, white gloves, that sort of thing. In this

way, the secret rules of museums become new hoops for the gamers to jump

through—hoops that will likely add a level of delight as they expose the inner

workings of the museum.”6 In other words, the gameplay knocks down the

“fourth wall” that usually separates the work of the museum’s curators and the

visitors. And in doing so, it completely reinvents the idea of museum member­

ship, making it possible for a real museum community to emerge.

We have become accustomed to viewing museums as spaces of

consumption— of knowledge, of art, of ideas. Ghosts of a Chance shows how

we can turn them into spaces of meaningful social participation, driven by the

three fundamental components of gaming communities: collaboration, cre­

ation, and contribution toward a larger goal.

Bounce: A Game to Close the Generation Gap

What would it take to convince young people to call their grandparents more

often? Better yet, what would it take to convince young people to call some­

one else’s grandparents while they’re at it?

Those were the twin goals of a project called Bounce—a telephone con­

versation game designed to support cross-generational social interaction.

Bounce takes just ten minutes to play. When you call the game, you’re

connected live on the phone with a “senior experience agent”—someone at

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least twenty years older than yourself. You follow a series of computer prompts

to swap stories about your past, in order to discover life experiences you have

in common. For example: What is something you both have made with your

own two hands? What is a useful skill that you were both taught by a parent?

What is a faraway place you both have visited? Your goal: find out how many

points of connection you can make with your senior experience agent before

time runs out.

Bounce was the effort of a four-person team of computer scientists and

artists at the University of California, myself included. We set out to design a

computer game that would spark a stronger feeling of community across the

generation gap.

There is a significant need for a game like this as retirement communities,

senior centers, and continuous care homes can be very socially isolating. This

is partly an environmental problem: they are typically single-use spaces, without

significant cross-traffic, and there’s little opportunity for the mingling of differ­

ent age groups. But it’s also partly a cultural problem: major studies at Harvard

and Stanford have demonstrated that a prejudice against the elderly is one of

the most widespread and intractable social biases, particularly in the United

States and especially among people under the age of thirty.7 Young people com­

monly associate older age with negative traits like diminished power, status, and

ability, leading them to avoid interacting with people they perceive as elderly,

even their own loved ones.

Our team spent the better part of a summer brainstorming potential con­

cepts for a game to help bridge the generation gap more gamefully, and as

part of that process I personally spent quite a lot of time on the phone with

two important seniors in my life: my grandfather Herb, who was ninety-two

years old that summer, and my husband’s grandmother Bettie, who was eighty­

seven. I was doing “user research” with them, figuring out what kind of game­

play might be fun and easy to grasp quickly—particularly for older people who

are not used to playing computer games—as well as to figure out the best way

to get them to interact with the game technologies.

It was immensely rewarding to spend so much time on the phone with

Fun with Strangers | 179

them. Phones were, of course, a familiar technology for both parties, easy for

all concerned to access and use anytime. Talking on the phone was so reward­

ing and easy, in fact, that it eventually became obvious that giving young

people a fun reason to call seniors on the phone should be the objective of

our game.

But how do you build a computer game around making a phone call? We

decided that we would make the game for two players at a time, since phone

calls are most satisfying between two parties. The only rule? The players should

be at least twenty years apart in age. Both players would need to be on the

phone, of course, but since seniors are less likely to have constant access to a

personal computer, we decided that only one of the two players should need

to be in front of a computer. That player would log in to the game website,

then call the other player.

We called the game Bounce, after the kind of exchanges we hoped to in­

spire: a quick, easy bouncing of life stories off each other.

The website prompts the players with collaborative interview questions:

What’s a body of water you’ve both swum in? What’s a book you’ve both rec­

ommended to a friend? What’s an experience that has made both of you

nervous? The challenge is to discover a single answer for each question that

is true for both players. Answers could include, for example, “We’ve both

swum in the Pacific Ocean” or “We’ve both been nervous going on a first

date.” When you come up with a shared answer, one player types it into the

game database. You have ten minutes to answer up to ten different ques­

tions total from the database of one hundred possible questions, and you can

pass on any question. The game website counts down the ten minutes and

reveals your score at the end.

We ran the game as an experiment for one week, based out of a senior

recreation center in San Jose, California. With this kind of game, you don’t

want an open invitation to play; there needs to be a level of trust that the

people calling will participate with a positive attitude. So we distributed the

senior center’s phone number via e-mail and social networks to trusted friends,

family, and colleagues. We also gave out the phone number to attendees of an

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art and technology festival in nearby downtown San Jose, expecting that any­

one who participated in the festival was more likely to be a positive player, and

not a “griefer”—someone looking to spoil the game, rather than play it. We

used a live matchmaker at the senior center to pair off the phone-in players

with the seniors.

It was a bit of a risky proposition for both the seniors and the younger play-

ers. After all, talking with a stranger can be awkward, but the game provided

a clear structure and set topics for conversations. The fact that both parties on

the call were working toward the same goal—a high score—created an instant

connection.

The players’ strategies varied. One kind of player would rush to list every

place they’d been swimming, for example, while another would prompt their

partner with inquiries like, “Where did you grow up? Were you near any lakes?

Have you taken any trips to any oceans?” Common answers often prompted

rushes of recognition, “Oh my god, wait—I do know that river! My parents

took my sister and me rafting there when we were kids!” Uncommon answers

just as often led to a chatty diversion from the gameplay: “You went swimming

in Alaska? Did it hurt?”

Our prototype was highly successful. Nearly everyone who played once

came back (or called back) to play again, and the senior players reported much

higher moods after playing the game. The simple fact that they were described

as “senior experience agents” in the game seemed to play an important role

in their enjoyment. It set a playful tone and gave them confidence that they

could participate. But perhaps the most successful design element was the

score, which was both a number—your total answers out of a possible ten—

and a poem.

We wanted both players to leave feeling like they had not only talked to

each other, but created something together. So at the end of the game, the

website turned the players’ answers into a simple, free-verse poem. Players

could print the poem out or e-mail it. Poems are also captured and viewable

online. Here’s an example of one of the free-verse poems that two players cre­

ated as their final score together:

Fun with Strangers | 181

Rougemont, making wedding pictures, tango in a barn,

Bend paper clips, cinnamon buns, tongue of a cow,

In a skirt, in the Pacific, putting together a darkroom.

Each phrase of this poem represents something two strangers, at least

twenty years apart in age, shared in common so far in their lives.

Now, I’ve never met the two players who both bend paper clips when

they’re nervous and have both tangoed in a barn, but I can imagine them,

meeting each other for the first time on the phone and realizing how many

shared events had led up to this moment in their lives.

In the end, the fun of the game is quite simple: the phone rings, and it’s a

stranger, and just by chance you get to discover someone very different from

you who has nevertheless lived a similarly fascinating life. Of course, the game

can also be played with relatives and neighbors, and more than once, because

it can produce thousands of unique interview sessions.

When you start to realize how many interesting life experiences you might

already share with someone from a completely different generation, there’s no

limit to the number of connections you can make. And a game like Bounce

makes it much easier to reach out to someone whose life might benefit greatly

from knowing you better.

THE THREE GAMES described in this chapter demonstrate how quickly and

effectively a game can help us band together to experience a burst of com­

munitas and participate more actively in the social commons.

Community games have important benefits to our real lives. They may lead

us to new interests—public spaces or public institutions we discover we care

about more than we’d thought, or activities like storytelling and art that we

want to pursue with others. Even when the game ends, we may find ourselves

participating more in these spaces, institutions, and activities than before.

On the other hand, the communitas we feel may be just a short spark

of social connection, nothing more. But even playing a very short game to­

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gether, we are reminded of how much we share with even the strangest of

strangers. We gain confidence that we can connect with others when we want

to, and when we need to.

And with that confidence, there is no reason to ever feel alone in the

world—virtual, real, or otherwise.

C H A P T E R T E N

Happiness Hacking

HOW ALTERNATE REALITIES CAN HELP US ADOPT

THE DAILY HABITS OF THE WORLD’S HAPPIEST PEOPLE

Shout compliments at strangers on the sidewalk. Play poker in a cemetery. Dance without moving your feet. Maybe these aren’t exactly your typical doctor’s orders. In fact, I’m pretty

sure no psychologist has ever prescribed these activities. But each of these

three unusual instructions is directly inspired by practical recommendations

taken straight from positive-psychology manuals. For example:

• Practice random acts of kindness twice a week. (The reward center

of the brain experiences a stronger “dopamine hit” when we make

someone else smile than when we smile first.)

• Think about death for five minutes every day. (Researchers suggest

that we can induce a mellow, grateful physiological state known

as “posttraumatic bliss” that helps us appreciate the present mo­

ment and savor our lives more.)

• Dance more. (Synchronizing physical behavior to music we like

is one of the most reliable—not to mention the safest—ways to

induce the form of extreme happiness known as euphoria.)

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These three guidelines represent some of the most commonly prescribed

happiness activities today; the first set of instructions just offers more gameful

interpretations of them.

What, exactly, are happiness activities? They’re like the daily multivitamins

of positive psychology: they’ve been clinically tested and proven to boost our

well-being in small doses, and they’re designed to fit easily into our everyday

lives. There are dozens of different happiness activities in the scientific litera­

ture to choose from in addition to the three listed above, ranging from express­

ing our gratitude to someone daily to making a list of “bright-side” benefits

whenever we experience a negative life event. And they all have one thing in

common: they are backed by multiple million-dollar-plus research studies,

which have conclusively demonstrated that virtually anybody who adopts one

as a regular habit will get happier.

Of course, if it were that easy, we’d all be a lot happier already. In fact, by

nearly all measures, we’re not substantially happier as a planet than we were

before the rise of positive psychology in the 1990s. Rates of both clinical depres­

sion and mild depression globally are increasing so quickly, the World Health

Organization recently named depression the single most serious chronic threat

to global health, beating out heart disease, asthma, and diabetes.1 In the United

States, where we frequently put on happy faces for each other in public, we

admit in private to surprisingly low levels of life satisfaction. In one recent

nationwide survey, more than 50 percent of U.S. adults recently reported that

they “lack great enthusiasm for life” and “don’t feel actively and productively

engaged with the world.”2 This is despite the fact that we have—more than ever

before—better and wider access to evidence-based self-help tools in the form

of best-selling positive-psychology books, not to mention countless magazine

articles and blog posts.

So what’s the problem? It turns out that knowing what makes us happy isn’t

enough. We have to act on that knowledge, and not just once, but often. And

it’s becoming increasingly obvious that it is just not that easy to put scientific

findings into practice in our everyday lives.

We need help implementing new happiness habits—and we can’t just help

Happiness Hacking | 185

ourselves. In fact, when it comes to improving our collective happiness levels,

self-help rarely works. Outside the structure and social support of a clinical

trial or classroom, these self-help recommendations are surprisingly hard to

implement on our own. Depending on the activity, we either can’t or won’t do

them solo—and there are three big reasons why.

The first and most important reason is summed up best by Sonja Lyubomir­

sky, who laments, “Why do many of the most powerful happiness activities

sound so . . . well, hokey?”3 Lyubomirsky earned a million-dollar research

grant from the National Institute of Mental Health to test a dozen different

happiness activities—and she discovered that despite their incontrovertible

effectiveness, many people resist even trying them. The most common com­

plaint, according to Lyubomirsky? Happiness activities sound “corny,” “senti­

mental,” or Pollyannaish.4

“Such reactions are authentic, and I can’t dispute them,” Lyubomirsky

admits.5 We instinctively resist activities that feel forced and inauthentic, and

many people are deeply suspicious of unadulterated feel-goodness. Shouldn’t

expressions of gratitude be spontaneous, not scheduled? Isn’t it naive to con­

stantly look for silver linings? What if I just plain don’t feel like making a

gesture of kindness today? When it comes to doing good and feeling good, we

seem to think it’s more “real” if we wait for inspiration to strike, rather than

committing to doing it whether we “feel like it” or not. On top of that, there’s

just plain suspicion and skepticism of these unabashedly positive activities.

There’s an undeniable tendency toward irony, cynicism, and detachment in

popular culture today, and throwing ourselves into happiness activities just

doesn’t fit that emotional climate.

Positive psychologist Martin Seligman explains that “the pervasive belief that

happiness is inauthentic is a profound obstacle” to putting positive psychology

into action.6 Science just doesn’t have a chance against our instinctive, visceral

reactions—and, unfortunately, the best advice that positive psychologists have

to offer seems to push all our cynical, skeptical buttons. For many people, hap­

piness activities will need to be embedded in a more instinctively appealing—

and less overtly do-good, feel-good—package.

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The second obstacle to practicing simple happiness activities on our own

is what I call the “self-help paradox.” Self-help is typically a personal, private

activity. When it comes to some activities—overcoming fears, identifying ca­

reer goals, coping with chronic pain, starting a fitness routine—there’s cer­

tainly reason to believe that self-help can work. But when it comes to everyday

happiness, there’s just no way personal, private activity can work—because,

according to most scientific findings, there are almost no good ways to be

happy alone for long.

As the author Eric Weiner, who has studied worldwide happiness trends,

reports: “The self-help industrial complex hasn’t helped. By telling us that hap­

piness lives inside us, it’s turned us inward just when we should be looking

outward . . . to other people, to community and to the kind of human bonds that

so clearly are the sources of our happiness.”7 Weiner makes an excellent point

here: self-help isn’t typically social, but so many happiness activities are meant

to be. Moreover, positive psychology has shown that for any activity to feel truly

meaningful, it needs to be attached to a much bigger project or community—

and self-help just doesn’t usually unfold collectively, particularly when self-help

advice comes in the form of books.

Approaching happiness as a self-help process runs counter to virtually every

positive-psychology finding ever published. Even if we can get ourselves past the

hokiness problem, thinking of happiness as a self-help process will doom us to

failure. Ideally, happiness needs to be approached as a collective process. Hap­

piness activities need to be done with friends, family, neighbors, strangers, co­

workers, and all the other people who make up the social fabric of our lives.

Finally, there’s a self-help problem that isn’t unique to the science of

happiness: it’s easier to change minds than to change behaviors. As Harvard

professor of psychology Tal Ben-Shahar explains, we’re often more willing to

learn something new than we are to actively adapt our lives. “Making the

transition from theory to practice is difficult: changing deeply rooted habits of

thinking, transforming ourselves and our world, requires a great deal of effort,”

he writes. “People often abandon theories when they discover how difficult

they are to put into practice.”8 Either we never try or we get bored or frustrated

quickly.

Happiness Hacking | 187

Toward the end of his best-selling self-help book Happier, Ben-Shahar

makes one last effort to convince people to make practical use of what they’ve

read: “There is one easy step to unhappiness—doing nothing.” But unfortu­

nately, that’s exactly what most of us do after we read a book or magazine ar­

ticle about happiness: absolutely nothing. The written word is a powerful way

to communicate knowledge—but it’s not necessarily the most effective way to

motivate people. We simply can’t self-help our way out of the depression epi­

demic. Alongside platforms for communicating the science of happiness, we

need platforms for engaging people in scientifically proven happiness activities.

And that’s where ideas like sidewalk compliments, cemetery poker, and

stationary dancing come in.

Shout compliments at strangers, play poker in a cemetery, and dance with­

out moving your feet are all instructions from large-scale public games that

I’ve designed specifically with the intention of creating opportunities for as

many people as possible to participate in happiness activities they wouldn’t

ordinarily try.

These “crowd games”—meant to be played in very large, and usually face-

to-face, groups—are called Cruel 2 B Kind, Tombstone Hold ’Em, and Top

Secret Dance-Off. And they’re all perfect examples of a new design practice

called “happiness hacking.”

The Invention of Happiness Hacking

The term “hacking” has its origins in the 1950s, when MIT students defined

it as “creatively tinkering with technology.”9

Back then, it was primarily radios that hackers were playing with, and

it was a social activity: they would proudly show off their best hacks to any­

one who would pay attention. Today, we most often think of hacking in the

context of computing. You might associate the term “hacking” with malicious

or illegal computer activity, but in the tech community it more commonly

refers to clever, creative programming—especially if it takes a smart short­

cut to accomplish something otherwise challenging. And as with the original

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MIT hacks, there’s still a tradition of showing off and freely sharing success­

ful hacks.

Recently, especially in Silicon Valley circles, “hacking” has been used

more broadly to talk about a kind of creative, hands-on problem solving that

usually, but not always, involves computers. A good example of this phenom­

enon is a movement called “life hacking.” Life hackers look for simple tips

and tricks to improve productivity in everyday life—such as adopting the “ten/

two rule.” The ten/two rule means you work for ten minutes, and then let

yourself do something fun and unproductive for two minutes—checking

e-mail, getting a snack, browsing headlines. The theory is that it’s easy to com­

mit your attention to work for just ten minutes at a time, and as a result you’ll

get fifty good working minutes out of every hour. For many people, that’s a

huge boost in productivity. To make it easy to adopt this habit, life hackers

have created desktop and mobile phone applications that buzz alternately

every ten and two minutes to keep you on track.

Life hacking positions itself in direct contrast to self-help; it’s meant to be

a more collective way of working out solutions and testing them out together.

As Merlin Mann, one of the leading life hackers, explains, “Self-help books

tend to be about lofty ideas, whereas life hacks are about getting things done

and solving life’s problems with modest solutions.”10 Any good hack—whether

it’s a computer hack or a life hack—should be free to adopt and extremely

lightweight—meaning easy and inexpensive to implement—without any spe­

cial equipment or expertise.

It was in this spirit that I coined the term “happiness hacking” several

years ago.11

Happiness hacking is the experimental design practice of translating

positive-psychology research findings into game mechanics. It’s a way to make

happiness activities feel significantly less hokey, and to put them in a big­

ger social context. Game mechanics also allow you to escalate the difficulty

of happiness activities and inject them with novelty, so they stay challenging

and fresh.

When I design games today, I always embed at least one proven happiness

Happiness Hacking | 189

activity into the game mechanics—and sometimes I invent games based en­

tirely on a handful of new research findings. It’s my way of enacting the tenth

fix for reality:

A FIX #10: HAPPINESS HACKS

Compared with games, reality is hard to swallow. Games make

it easier to take good advice and try out happier habits.

HAPPINESS HACK #1: UNLOCKING

THE KINDNESS OF STRANGERS

The two most frequently recommended happiness activities across the scien­

tific literature are to express gratitude and practice acts of kindness. Recent

research has shown that we don’t even have to know someone to experience

the benefits of thanking and being nice to them. Even fleeting acts of gratitude

and kindness toward strangers can have a profound impact on our happiness.

And positive gestures from strangers can make a big difference in how rich and

satisfying our everyday lives feel.

Sociologists call the positive relationships we have with strangers “transi-

tory public sociality.” We experience it in all kinds of public places: sidewalks,

parks, trains, restaurants, stadiums, and coffee shops, for example. These

transitory social interactions, when they happen, are usually brief and anony­

mous: we catch another’s eye, we smile, we make room for someone else, we

pick up something someone has dropped, we go on our way. But these brief

encounters, taken cumulatively, have an aggregate impact on our mood

over time.

Researchers have shown that sharing the same space for even just a few

minutes a day with kind and friendly strangers makes us more optimistic,

improves our self-esteem, makes us feel safer and more connected to our

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environment, and generally helps us enjoy our lives more.12 And if we return

the favor, we benefit as well: when we give to others, or act cooperatively, the

reward centers of the brain light up.13

But strangers aren’t always inclined to be friendly to each other—and some

researchers believe our shared spaces are becoming less friendly over time.

Dacher Keltner has devised a simple way to test this theory: a mathematical

method for measuring the social well-being of any shared environment. It’s

called the “jen ratio,” from the ancient Chinese word for human kindness.

It compares the total positive interactions between strangers to the total

neg ative interactions, in a given period of time and in a given place.14 The

higher the ratio, the better the social well-being of the space and the happier

you’re likely to feel after spending time in it. The lower the ratio, the poorer

the social well-being, and the unhappier you’ll be if you spend too much

time there.

To measure the jen ratio of a space, you simply watch it very closely for a fixed

period of time—say, one hour. You count up all the positive and negative micro-

interactions between strangers, keeping track of two different totals: how many

times people smile or act kindly toward each other, and how many times people

act unfriendly, rude, or openly uninterested. All the positive microinteractions—

such as big smiles, a hearty thank-you, a door being held open, a concerned

question—get tallied on the left side of the ratio. All the negative microinterac­

tions—a sarcastic comment, an eye roll, an unexcused bump, someone cursing

under their breath—get tallied on the right side.

The jen ratio is a simple but powerful way to predict whether being in a

particular place will make us happier or unhappier. When Keltner surveyed

several years’ worth of recent research on social well-being and social spaces, he

concluded, “Signs of a loss of jen in the United States are incontrovertible . . .

with a jen ratio trending toward zero.”15

So how can we raise the jen ratio of everyday shared spaces? The solution

is obvious, if hard to enact: we need to convince large numbers of people to

do things like smile more, be more welcoming, express more gratitude, or pay

more compliments. Positive psychologists, of course, have already given us

Happiness Hacking | 191

this recommendation—but, as Lyubomirsky’s research shows, such recom­

mendations rarely inspire direct individual action. Who wouldn’t feel daunted

by the challenge of trying to increase the jen ratio of a big public space single­

handedly? More likely, it would take a crowd, and not a single person, to ef­

fectively bump up the jen ratio. But there simply aren’t any well-established

social traditions for going out and expressing gratitude or being kind to strang­

ers together.

As a game designer, it is clear to me that we can tackle these problems by

making this behavior more challenging and social. All it needs are a few arbi­

trary limitations, some multiplayer obstacles, and a feedback system in order

to turn unlocking the kindness of strangers into a game.

So what exactly would a kindness game look like? And who would play it?

These are questions I asked myself a few years ago, and, together with my good

friend and fellow game developer Persuasive Games cofounder Ian Bogost, I

decided to invent a game with the core mechanism of performing acts of kind­

ness on strangers—as sneakily and stealthily as possible.

It would work just like the popular college campus game Assassins, in

which players are assigned targets via e-mail, and then proceed to stalk each

other across campus for days or even weeks to eliminate their targets with

water guns and other toy weapons. But in our version, the game would be

shorter (an hour or two) and confined to a much smaller space (a few city

blocks, a park, or a large public plaza). And players wouldn’t kill each other

with toy weapons—they’d kill each other with kindness. Most importantly,

they wouldn’t be given specific targets, so anyone nearby was fair game for a

thank-you or a compliment. And instead of being eliminated from the game

when “killed,” players would join forces and cooperate with each other to keep

performing bigger and more spectacular acts of kindness.

We called it Cruel 2 B Kind, or C2BK for short, after the famous line from

Shakespeare’s tragedy Hamlet. We debuted it in 2006 in San Francisco and

New York City; it’s since been played everywhere from Detroit, Michigan, and

Johannesburg, South Africa, to Stockholm, Sweden, and Sydney, Australia.

Here’s how it works:

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Cruel 2 B Kind is a game of benevolent assassination. At the

beginning of the game, you are assigned three secret weapons

via e-mail or text message. To onlookers, these weapons will

appear like random acts of kindness. But to other players, the

friendly gestures are deadly maneuvers that will bring them to

their knees.

Some players will be killed by a compliment. Others will be

slain by a smile. You and your partner might be taken down by

a happy offer to help.

You can attempt to kill anyone else who is playing the game.

However, you will have no idea who else is playing the game.

You will be given no information about your targets. No names,

no photos—nothing but the guarantee that they will remain

within the game boundaries during the designated playing

time. Anyone you encounter could be your target. The only way

to find out is to attack them with your secret weapon.

Watch out: the hunter is also the hunted. Other players have

been assigned the same secret weapons, and they’re coming

to get you. Anything out of the ordinary you do to assassinate

your targets may reveal your own secret identity to the other

players who want you dead. So be cool when you attack. You

don’t want to alarm innocent bystanders . . . or give away your

secret identity.

In many cases, you and another player will spot and at­

tempt to kill each other at the same time! For this reason, the

weapons are assigned powers according to the classic rock­

paper-scissors model: a hearty welcome beats a thank-you, for

example, or a killer compliment beats a wink and a smile. And

if both players deploy the same weapon at the same time? It’s

a standoff—you turn and run in the opposite direction, and both

players must wait thirty seconds before attacking again. As

Happiness Hacking | 193

targets are successfully assassinated, the dead players join

forces with their killers to continue stalking the surviving play-

ers. The teams grow bigger and bigger until two final mobs of

benevolent assassins descend upon each other for a spectacu­

lar, climactic kill.

Will innocents be caught in the cross fire? Oh, yes. But when

your secret weapon is a random act of kindness, it’s only cruel

to be kind to other players . . .

A team of C2BK players in London. (Alex Simmons for the Hide & Seek Festival, 2008)

In addition to this basic rule set, we created a database of possible weapons,

and invited players to suggest their own. For example:

• Welcome your targets to beautiful [your neighborhood or city].

• Tell your targets, “You look gorgeous today!”

• Point out something amazing to your targets, such as, “Isn’t that

an amazing bird!”

• Praise your targets’ shoes.

• Offer to help your targets with something specific.

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• Thank your targets for something they’re doing right now.

• Express “mind-boggling” admiration of your targets.

• Wink and smile at your targets.

• Volunteer to answer any questions your targets have about some­

thing specific nearby.

Besides swapping kind gestures for toy weapons, the two most important

design decisions that we made were to shrink the window of play and to obscure

the number and identity of players. In a regular game of Assassins, the game is

too spread out physically and time-wise to have a significant impact on the local

environment. By reducing the field and length of play, we “concentrated” the

game to increase its impact and intensity. And in a traditional game of Assassins,

players know exactly who they’re targeting. Bystanders do occasionally get

caught up in the cross fire, but it’s always an accident, and it’s usually not fun

for the victim. (No one wants to be unexpectedly splattered by a water gun if

they’re not participating in a game!) In C2BK, however, we wanted bystanders

to get hit—every positive microinteraction would increase the jen ratio, regard­

less of whether it improved the player’s score. In fact, the higher percentage of

“misfires” (i.e. toward nonplayers), the better.

To be fair, being accidentally “attacked” by a player is somewhat startling—

but also potentially enjoyable. In a best-case scenario, the “victims” of play

feel genuinely welcome or complimented or appreciated. At the start of the

game, when players are timid and groups are small, this tends to be the case.

Later, as the players get bolder and teams get larger, strangers are more likely

to be clued in to the unusual nature of the activity and provoked to wonder

why everyone is making such showy efforts of gratitude and kindness. This is

one of the intended effects of the game—to reveal if friendly gestures are

considered out of place, and to provoke people to wonder why exactly that is.

Of course, by the end of a game, being complimented by a horde of twenty

or more adrenaline-pumping players is clearly no everyday act of transitory

public sociality. No one is likely to mistake that for an ordinary act of kind­

ness. But the spectacle works toward a different positive end: it adds a spark of

novelty and curiosity to the environment. It’s bracing, but benevolent—and

Happiness Hacking | 195

our goal in including this level of spectacle was to jolt people out of their so­

cial bubbles.

Years of low jen ratios may make some bystanders more cynical and jaded

than others—and for them, getting welcomed, serenaded, thanked, or compli­

mented by a single stranger or a crowd of strangers might not initially be a posi­

tive experience. That’s why we were careful to playtest the various “weapons,” to

whittle the list down to the most consistently positive-reaction-provoking ges­

tures. I’ve also observed—and filmed—many C2BK games in action, specifically

looking for signs that the majority of bystanders benefit, in addition to the players.

To date, my studies have shown that the visible positive reactions—smiles, wide­

eyed curiosity and amazement, cheerful replies—far outnumber the blank stares

or negative reactions.

Ultimately, though, it’s the players who benefit most from the game. That’s

because when you play C2BK, the basic happiness activities of expressing

gratitude and practicing random acts of kindness are made more engaging.

First of all, the C2BK game makes the kindness activities more interesting.

There are two obstacles in the way of your performing them: you don’t know

who to attack, and you’re trying to sneak past and avoid other players. Much

of the game is spent scouring the environment for targets while trying to keep

a low profile. You can’t help but wonder about everyone you see: Are they

playing the game, too? Strangers become potential targets and allies, and the

only way to find out if they share your secret is to interact positively with them.

C2BK also produces adrenaline. Paying a compliment becomes an act of

courage: you have to work up your nerve to overcome the social norms of

ignoring strangers, and you have to do it as quickly as possible, because every

second that passes is a second that another player could be targeting you.

C2BK also has more pronounced fiero moments. Players and teams let out

big hollers and cheers when they’ve made a successful kill, and the fiero mo­

ment is intensified by the number of misfires you’ve made on the way. My

rough estimate from observing several games is that C2BK participants attack

on average five times as many nonplayers as players.

The game also has more novelty than ordinary acts of kindness. It encour­

ages you to think about being nice to strangers in different environments—

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and the possibilities are endless. It’s most frequently played in downtown

settings, but Cruel 2 B Kind isn’t just a game for sidewalks and parks—any

public or shared space could benefit from having its jen ratio raised. I’ve re­

ceived reports of C2BK games played in settings as diverse as high-rise office

buildings, arts festivals, libraries, shopping malls, convention centers, apart­

ment complexes, college dorms, public train systems, and even the beach.

Finally, C2BK gives you collaborators in your happiness activity. You can

gather up your friends to be on a team with you, and as you start getting folded

into larger and larger groups—the biggest C2BK game I’ve participated in had

more than two hundred players in a three-by-three city-block radius—you

build up a sense of being on a collective mission to kill with kindness. It’s the

kind of emotionally charged experience that can forever change how you see

your own kindness capabilities. Even if you play C2BK formally only once or

twice, you may find yourself continuing to think of friendly gestures as secret

weapons you can deploy anytime, anywhere. (This is exactly what players

report to me weeks and months after their first time playing the game.) The

game gives you a different view into two happiness activities, charging them

with more excitement, fiero, and social energy.

CRUEL 2 B KIND, like many happiness hacks, isn’t a product. There’s no soft­

ware to download, no license to buy, no fee to pay. It’s meant to be a solution

to a problem—the problem of how to increase the jen ratio of a shared

space—and it can be adopted and adapted by anyone, anywhere. It was cheap

to invent—Ian Bogost and I worked for free, and the whole project probably

cost us less than five hundred dollars in expenses to playtest and launch.

The game can be played using any kind of mobile communications tech­

nology: text messaging, mobile e-mail, and Twitter are the most popular plat­

forms for C2BK.

To help spread the hack, the Cruel 2 B Kind website includes a few es­

sential tools. There’s a six-minute video showing the highlights of a game from

start to finish, to help potential players get up to speed quickly. There’s also a

Happiness Hacking | 197

one-page “cheat sheet” with rules and frequently asked questions that players

can print out and bring to the game.

It’s hard to keep track of all the C2BK games that happen—game organizers

don’t have to get our permission to run a game, so I rely on voluntary reports.

Three years after launching the game, I still hear from new game organizers

roughly every month. At the very least, C2BK has been played in more than

fifty different cities, in ten countries, on four continents.

Recently, I received news of perhaps the most interesting C2BK setting yet:

Summer Darkness, one of the biggest gothic festivals in Europe. The three

game organizers wrote me an e-mail from the festival’s home city, Utrecht, in

the Netherlands, explaining, “Ultimate goal: get the Goths (coming from all

over Europe), and ‘civilians’ (non-Goths) to play together in the streets.”

Now, if any group would find straightforward happiness activities hokey,

I’m pretty sure it would be goths. The gothic subculture, of course, is known

for embracing dark, mysterious, and morbid imagery. There’s a kind of loneli­

ness and alienation deeply entrenched in gothic stories, music, and style. And

Summer Darkness is officially billed as a “dark underground lifestyle” festival,

so it might be the last place you’d expect to see people throwing themselves

into extroverted interaction with strangers, let alone cheerful expressions of

gratitude and random acts of kindness.

For Cruel 2 B Kind to be an appealing activity to this community stands as

excellent proof, I think, that even the most unabashedly do-good activity can

be transformed into mischievous fun. It’s proof that happiness hacking works.

You really can turn positive-psychology advice about what’s “good for you”

into something that you really want to do.

HAPPINESS HACK #2:

PLAYING OUR RESPECTS

Tombstone Hold ’Em is a variation of Texas Hold ’Em poker designed to be

played in cemeteries. It is also, without a doubt, the most controversial game

I’ve ever designed.

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To say that some people find the idea of playing games in a real-world cem­

etery inappropriate would be putting it mildly. In the United States in particu­

lar, we have a culture of grieving as quietly, as privately, and as solemnly as

possible. Cemeteries—despite having been popular as public parks and recre­

ation spaces in the nineteenth and early twentieth centuries—today are largely

single-use memorial spaces. They’re meant to be briefly occupied by mourners

first and foremost. Some older or more scenic cemeteries may draw other visi­

tors, but they generally move through them as inconspicuously as possible.

But I’ve never been prouder of a game design, and for one reason: players

widely report being able to think about death and lost loved ones in a more

positive way after playing Tombstone Hold ’Em. And that’s the point of the game.

It’s a happiness hack meant to create more social, and more enjoyable, ways of

remembering death.

Thinking about death is one of the most highly recommended happiness

activities, but it’s also one of the most difficult to convince ourselves to under­

take. We’re accustomed to pushing thoughts of death out of our minds, not

cultivating them. Tombstone Hold ’Em is meant to make remembering death

easier and more rewarding, by taking advantage of the largely underutilized

social and recreational potential of cemeteries.

The central activity of Tombstone Hold ’Em poker is learning how to “see”

a playing card in any tombstone, based on its shape (the suit) and the names

and date of death (the face value). Once you can read stones as cards, you can

spot “hands” all around you. The game works in any cemetery, as long as there

are clearly marked tombstones. Here’s how it plays out:

The key to understanding Tombstone Hold ’Em is that there are

only four shapes you get on top of a tombstone. Pointy equals

spades, statue on top equals clubs, rounded equals hearts, flat

equals diamonds. That’s how you tell the suit.

Now take the last digit in the year of death. That’s your face

value. Died 1905—that’s a five. Died 1931—the one is the ace.

Happiness Hacking | 199

But two names on the stone? Ignore the dates—that’s a jack.

Three names is a queen. Four or more names is kings.

Now maybe you have to clear away some leaves or dirt or

litter in order to read the cards. That’s good—it helps keep

those old stones taken care of. Just be gentle with ’em.

Now, for a hand. You play it like regular Texas Hold ’Em, but

in reverse. First, lay out the whole “flop” upfront. Five regular

playing cards. Now everyone antes up, and then each pair

(you’ve got to have a partner to play) has three minutes to find

their two best hold cards.

You can pick any two cards you want from anywhere in the

cemetery—but you have to use the stones, not regular playing

cards this time. The trick is you have to be able to touch both

tombstones and each other at the same time. So maybe I’ve got

a hand on a ten of hearts and the other on my buddy’s toe, while

he’s stretched out to touch another heart for the flush. If we

can’t make the reach, we can’t claim the cards.

So find any pair you like and put a pair of poker chips on ’em

to claim ’em. Now no other pairs can pick your two stones for

their own pocket pair.

Two players show their best hand during a Tombstone Hold ’Em game in the historic Congressional Cemetery in Washington, D.C.

(Kiyash Monsef, 2005)

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All this has to happen fast, because after three minutes

whoever’s got the working watch yells out, “Last call!” and ev­

eryone runs hell for leather back to the flop and says what they

found. Only the best hand has to prove it, and winner takes all

the antes. In the case of ties, first back to the flop is the winner.

One more thing: no betting or bluffing in traditional Tomb­

stone Hold ’Em. Only way to win is to earn it. So go out there

with your partner and make sure you find the best pair.16

Tombstone Hold ’Em allows players to actually get to know the people at

rest in the cemetery. You read the stones, you learn the names, and you start

to wonder about their stories—because every time you pick a pocket pair,

you’re recruiting two dearly deceased as allies in the hand. Playing the game

in a perfectly manicured cemetery is good, but playing it in a cemetery that

could use a little loving care is better—it’s more challenging, and more re­

warding. As you clear away clutter from the stones to make them legible again,

you’re not just playing in the cemetery—you’re taking care of it.

The game is meant to be played by at least four people, and ideally in larger

groups—the larger the group, the more enlivened the cemetery feels. I’ve or­

ganized large-scale Tombstone Hold ’Em games in historic cemeteries in

Kansas City, Atlanta, New York City, Los Angeles, and San Francisco, for

crowds ranging between twenty and two hundred. With a group that big,

you’ve got a dozen or more “flops” going at the same time, spread out around

the cemetery, on various benches, tree stumps, or mausoleum steps. When­

ever I’ve organized a larger game, I’ve done so with the official permission and

assistance of the cemeteries. But I’ve also played much smaller, unofficial

games everywhere from Austin to Helsinki to Barcelona to Vancouver. If it’s a

small group—say, four, six, or even eight players—it doesn’t raise too many

eyebrows, especially if you’re sure to play well out of the way of anyone who

might be visiting the cemetery for more traditional purposes.

But before I get too much further dissecting the experience of playing

Tombstone Hold ’Em, perhaps I should explain how I came to be designing

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a crowd game for cemeteries—and how happiness research convinced me to

take on such an unusual project.

In 2005, I was working as a lead designer for a game company called 42 En­

tertainment. We accepted a commission to develop an alternate reality cam­

paign for the Western-themed video game Gun, developed by Neversoft and

published by Activision. The goal of the alternate reality campaign was to give

gamers the chance to directly experience the historical world of Gun, the

American Old West of the 1880s. The centerpiece of the alternate reality

campaign was an online poker platform, styled in a Western theme. Gamers

were invited to compete in online Texas Hold ’Em tournaments set in the

past, competing at the same table with historical characters from the 1880s.

It was a unique combination of historical role playing and card playing.

Alternate reality games usually have a real-world component, and since

Gun featured real-world characters who’d died in the Old West, we came up

with the idea of using real cemeteries as a site for some kind of live-action

experience. Because of my expertise in running reality-based games, I was put

in charge of figuring out what the live cemetery events would be.

On one hand, I was excited by the concept. In a world where video gamers

are much maligned for being desensitized to violence, it struck me as a par­

ticularly provocative idea to send gamers to the real-world graves of characters

they had killed in Gun. But I also felt some trepidation, hitting up against the

cultural norms involving cemeteries. I really didn’t want to organize some

kind of rowdy, unauthorized “flash mob,” so I started researching historic cem­

eteries and brainstorming what kinds of things gamers could do in them.

One of the first things I discovered was that cemeteries in the United States

were absolutely desperate to convince people to spend more time in them.

According to cemetery industry statistics, the average grave receives just two

visits in its lifetime—total, by any friend or family member—after the initial

flurry of visits that immediately follows the burial.17 We think of cemeteries as

spaces for mourning, but the truth is, mourners do not regularly return. Mean­

while, others are generally discouraged by social norms from spending sig­

nificant time in the space—it’s considered either unseemly or morbid.

As a result, cemeteries are for the most part empty. And lack of participation

202 | R E A L I T Y I S B R O K E N

in cemetery spaces has become a huge problem from an industry standpoint

(cemeteries are running out of money), a community standpoint (the less vis­

ited a cemetery is, the more likely it is to be poorly maintained and vandal­

ized), and, perhaps most of all, from a happiness standpoint (according to

research, the less time we spend in cemeteries, the more likely we are to suf­

fer from fear and anxiety about death).

I was first tipped off to these problems by a New Yorker article about the

decline of American cemeteries, which was published while I was in the midst

of my research. In the article, Tad Friend documents how Americans today

spend less time in cemeteries than ever before, despite the vast expanses of

green space they take up and the escalating costs of maintaining them. “Who

are cemeteries for? The living or the dead?” he asks. We’ve apparently con­

vinced ourselves they’re for the dead, since we don’t visit them. But that’s ri­

diculous, as Tad Friends argues: “They’re for the living; the dead can’t enjoy

them. The trick for cemeterians is to get the living to come to them.” He

documents a range of fledgling efforts on the part of cemeteries nationwide to

become more relevant to the living. There are, for example, movies projected

at night on the sides of mausoleums in Hollywood, 5K graveyard races in

Kansas City, and dog-walking clubs in historic Washington, D.C., cemeteries.18

As I researched the subject further, I discovered that many cemeteries

were fighting for their very survival, and largely as a result of the American

desire to keep the reality of death as far removed from our daily lives as pos­

sible. For decades private cemeteries have been quietly sold to accommodate

new highways, schools, and condominiums; the graves are typically relocated

to more remote areas. Meanwhile, many public and historic cemeteries receive

insufficient funds to maintain the grounds properly; with such low visitation

rates, they have a hard time documenting their value to the community. And

abandoned cemeteries once belonging to now defunct churches are being

adopted by local community groups in an effort to repair them and preserve

their historical value.19

People who care about and run cemeteries make many good arguments in

favor of protecting them: they are a unique repository of historical data, they

have significant architectural value, and, not least of all, there is the ethical

Happiness Hacking | 203

imperative to honor contracts to families who have buried their loved ones

with the expectation that they will be cared for in perpetuity.

All of these are worthy reasons to enliven cemetery spaces today—but what

really convinced me was the happiness research.

In his report on global happiness trends, Eric Weiner writes that death is “a

subject that, oddly, comes up an awful lot in my search for happiness. Maybe

we can’t really be happy without first coming to terms with our mortality.”20

It’s a strange idea, but it’s not a new one. In The Happiness Myth, happiness

historian Jennifer Michael Hecht devotes an entire chapter to “the age-old

advice to remember death, to keep it in the forefront of our minds for the sake

of bettering the life we lead now.”21 She traces the idea all the way back to

Plato, who advised students to “practice regular meditation upon death,” and

to Buddha, who said, “Of all mindfulness meditations, that on death is su­

preme.” Even Epicurus, the ancient Greek philosopher best known for en­

couraging followers to seek simple pleasures, put death at the center of his

vision of happiness, arguing that it is only when we shake free our fear of death

that we can truly enjoy life.

According to Hecht, since ancient times meditations on death have served

the same purpose: to replace fear and anxiety with a kind of calm, mellow

gratitude for the life that we’re given. And today, these traditions have the

backing of contemporary science. Positive psychologists have found that grap­

pling with the reality of death forces a kind of mental shift that helps us

savor the present and focus our attention on the intrinsic goals that matter

most to us. Hecht has coined a term for this realignment of priority and atten­

tion: posttraumatic bliss. “There are feelings in this life—good and bad—that

cannot be conquered by intellect or force of will,” she writes. “Almost dying

can realign you in a way that is the positive incarnation of trauma: posttrau­

matic bliss.”22

Researchers have documented the phenomenon of posttraumatic bliss

among patients confronting a terminal medical diagnosis. Something seems

to click in their minds, empowering them to enjoy their lives more. It’s not

just that they’ve realized how precious life is; there seems to be some kind of

significant mental clearing that occurs along with a new ability to focus on

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positive goals. In Happier, Tal Ben-Shahar quotes Irvin D. Yalom, a psycho­

therapist who often works with dying patients: “They are able to trivialize the

trivial, to assume a sense of control, to stop doing things they do not wish to

do, to communicate more openly with families and close friends, and to live

entirely in the present rather than in the future or the past.”23 This rare and

intense positive focus on getting the most out of life is hard to come by in our

ordinary lives, Ben-Shahar notes—especially when we spend so much time

collectively trying to avoid thinking about death.

Can we learn to savor life and achieve that intensity of positive focus with­

out the trauma of a terminal diagnosis or a near-death experience? That seems

to be the idea behind classical and religious advice, and today positive psy­

chologists like Ben-Shahar recommend activities such as imagining ourselves

on our deathbeds as a way to try to provoke this positive clarity.

But as a happiness activity, solitary deathbed reflection leaves a lot to be

desired. It’s simply not something most of us are inclined to do—or if we are,

we’re not likely to take it seriously or do it for very long. We can’t just tell

ourselves to remember death—the ancient philosophers, Hecht notes, insisted

that “it takes active meditations and gestures.”24

Moreover, it’s hard to force ourselves to grasp the reality of our own indi­

vidual mortality. It’s easier to acknowledge the universality of death—and

that’s where cemeteries come in. Cemeteries present us with vivid, extreme­

scale, irrefutable historical evidence of the one thing that connects us all, the

one thing that makes it possible to enjoy life to the fullest—if only we felt

inclined to spend more time in them.

At this point in my research, I was convinced that spending more time in

cemeteries was a worthy social goal—and that a graveyard game could do a lot

more than bring a historical video game to life. The Gun project was the per­

fect opportunity for a happiness hack. And the key to making this happiness

hack work would be to generate the kind of positive emotions we typically as­

sociate with crowd games—excitement, interest, curiosity, social connection—

and simply unleash it in the physical context of a cemetery.

Once I started playtesting in cemeteries, the design pieces fell quickly

into place. I knew I would need a focused activity that, in some respect, had

Happiness Hacking | 205

nothing to do with remembering death—that had to be the side effect, not the

purpose, of the game. And since Texas Hold ’Em poker was a larger theme for

the alternate reality campaign, it made perfect sense to bring the familiar

game to the cemeteries.

But the poker needed to be site-specific and really needed to use the natu­

ral affordances of a cemetery—otherwise, you’d just play the game somewhere

else, defeating the entire purpose. And that’s where the idea of using stones as

playing cards came in. Tombstones are the single design feature that all cem­

eteries have in common, guaranteeing the game would be playable anywhere.

And paying close attention to the content of the tombstones directly supported

the goal of the happiness hack—each card you “decoded” meant literally

staring death in the face, but in a way that wouldn’t provoke fear or anxiety.

As for the other design choices, I made it a partner game because this

seemed like a good way to ensure that it was not just social, but also coopera­

tive. Cooperation always provokes positive emotion and meaning in games,

especially if a physical connection is involved. Meanwhile, touch is one of the

fastest ways to build social bonds—holding hands, touching someone’s back,

and patting a shoulder all release the oxytocin chemical that makes us like

and trust each other. But, as Dacher Keltner’s positive-emotion research has

shown, “We live in a touch-deprived culture.”25 To put it another way, as Mi­

chelangelo said, “to touch is to give life”—and I couldn’t think of a better way

to enliven a cemetery than to unleash a flood of oxytocin in the crowd.26

When a game is in motion, there’s an air of happy participation that simply

isn’t the norm for cemeteries. It’s a distinct break from the typical atmosphere,

usually one of quiet, solitary reflection or collective mourning. At the same

time, small pockets of conversation often break out, among friends as well as

strangers—people sharing small pieces of their own experiences with mourn­

ing and loss. This has unfolded at every Tombstone Hold ’Em game I’ve been

to—it’s almost impossible not to, given the setting. In this way, the game per­

fectly serves its purpose: it simultaneously activates positive emotions and so­

cial bonds while putting us in the perfect environment to get our recommended

daily reminder that we are all dust, and to dust we shall return.

Which brings us back to the potential controversy. Tombstone Hold ’Em

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was featured in a number of news articles, and some online readers com­

mented that the game seemed “disrespectful,” “insensitive,” or even “obscene.”

Which raises the question: Is it appropriate to play games in a cemetery? Based

on my direct experiences, absolutely. At more than a dozen trials I’ve organized

of Tombstone Hold ’Em, participants have overwhelmingly agreed that this

particular game feels right in the space—especially when the net result is that

the tombstones receive more attention from the living and are better taken care

of as a result.

Perhaps more than any other project I’ve worked on, Tombstone Hold ’Em

has demonstrated one of the most vital powers of gameplay: it gives us explicit

permission to do things differently. We are accustomed to being asked to be­

have and think unconventionally in a game. We’re used to being creative and

playing outside of social norms when we’re inside the socially safe “magic

circle” of a game. And the more people who come together to play an uncon­

ventional game like Tombstone Hold ’Em, the safer it feels. A crowd carries

the social authority to redefine norms.

Does it really work as a happiness hack? I’ve played Tombstone Hold ’Em

with hundreds of people and spoken with nearly every one of them about it

immediately afterward. (The games are usually followed by social gatherings

in restaurants or bars, a way to decompress after what can be an intense, emo­

tional experience.) The most common reaction is that players felt “more com­

fortable” being in the cemetery after playing. Other words most commonly

used to describe the experience were “strangely happy” and “relaxed,” as well

as “grateful” and “connected” to the people at rest. I’ve even talked to visitors

at the cemeteries who spotted some of our players in the distance and asked

me about the game; just once did a visitor express dismay. Most often, I heard

a variation of the following sentiment: that it’s nice to see a loved one’s final

resting place not lonely and empty, but full of people running, smiling, laugh­

ing, and having fun together.

Since I first shared the rules online, the game has spread mostly by word

of mouth—like most good hacks—and I periodically hear about Tombstone

Hold ’Em games popping up in cemeteries around the world. It’s the best

outcome possible for any happiness hack: a solution that’s been tested, proven,

Happiness Hacking | 207

and shared, and now continues to be passed around to those who can benefit

from it. Today, Tombstone Hold ’Em lives on as a viral happiness solution—

it’s free to adopt or adapt, and no products or special supplies or technology

is required. All you need are a set of regular playing cards, something to use

as poker chips (some people use coins or colored glass stones), and a way to

invite friends or strangers to play their respects with you.

HAPPINESS HACK #3:

ACTIVATING THE DANCE SECRET

“As a happiness lesson, nothing could be more straightforward: if you get a

chance to dance in a circle, get up out of your chair and do it.”27 That’s Jen­

nifer Michael Hecht’s advice in The Happiness Myth, and with good reason.

Dancing together has been used throughout human history as a reliable source

of a special kind of euphoria, the dancer’s high.

Dancer’s high is what we feel when endorphins (from the physical move­

ment) combine with oxytocin (from touch and synchronized movement) and

the intense stimulation of our vagus nerve (what we feel when we “lose our­

selves” in the rhythms of the music and are part of a crowd moving together).

It’s an expansive mixture of excitement, flow, and affection that is hard to

experience any other way.28

But dancing in groups also makes many people feel embarrassed or awk­

ward. Everything from self-consciousness to social anxiety to a general disdain

for any kind of group participation can prevent us from joining or fully enjoy­

ing a dance.

To really dance your heart out in front of others, to not hold back at all, is a

daunting proposition for many (although certainly not all) people. It requires

letting go, and showing people a side of yourself—exuberant, unguarded—

that you might ordinarily keep hidden. For some, revealing that side requires

a lot of trust in the people around you. And, in fact, according to positive­

psychology researchers, the necessity of trust is one of the reasons why dancing

is such a powerful happiness activity.

When we dance, we’re forced into an emotionally and socially vulnerable

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state in which we have to hope and trust that others will embrace us, rather

than judge us. At the same time, we’re given the opportunity to embrace oth­

ers and help them feel more comfortable dancing. In other words, dancing

with others is a chance both to receive and to express our compassion, gener­

osity, and humanity. As a result, Dacher Keltner writes, “Dance is the most

reliable and quickest route to a mysterious feeling that has gone by many

names over the generations: sympathy, agape, ecstasy, jen; here I’ll call it trust.

To dance is to trust.”29

But first, we have to have both the desire to dance and the nerve to do it.

Many of us are missing one or the other.

Some people, as a rule, just don’t like “getting involved.” And group dances

in particular set off all kinds of hokiness alarms. It’s no coincidence that one

of the best-known group dances is actually called the “hokey pokey.” If you’re

not in the mood for dancing, when a big group dance breaks out at a wedding

or a street festival, for instance, being dragged into it can feel incredibly forced

and inauthentic.

Others have the desire, but simply lose the nerve.

The more I kept hitting up against the same happiness advice—dance

more, in large groups if possible—the more convinced I became that there

had to be a way to make it easier for introverted types who were more likely

to watch from the sidelines to participate, and to give people who are already

willing to dance together more daily opportunities. After all, even people who

are ready and willing to dance anytime, anyplace, don’t get nearly enough

opportunities. We simply don’t have a lot of everyday venues for dancing to­

gether. I began to wonder: how could we all sneak a few minutes dancing

together into our everyday lives, not just the occasional weekend?

My solution: take all the basic mechanics of a massively multiplayer online

role-playing game, and swap in real-life dance quests and dance-offs for tradi­

tional role-playing quests and raids. I called it Top Secret Dance-Off, or

TSDO for short, and I launched it as a stand-alone social network site dedi­

cated to the adventure of dancing together.

Happiness Hacking | 209

ADVENTURERS WANTED. A NO DANCING TALENT REQUIRED.

Welcome to Top Secret Dance-Off, an underground network

of otherwise ordinary people seeking to activate the dance

secret—an elusive power said to be hardwired into our brains,

and requiring highly unusual dance experiences to unlock it.

Top Secret Dance-Off is an adventure you can undertake

anywhere in the world. No dance skills or talent is required. In

fact, you may find yourself rewarded more for awkward dancing

than for a virtuoso performance. Activating the dance secret

isn’t about being a good dancer. It’s about being a clever dancer,

a brave dancer, and occasionally a stealthy dancer.

Adventures will involve undertaking a variety of challenging,

top secret dance missions on video, sometimes in the privacy

of your home, and sometimes in the most unlikely environ­

ments. You may play alone, or with your friends. Mask wearing

or other disguises are required.

As you try to activate the elusive dance secret, you’ll earn

points by completing dance quests and participating in dance­

offs. As you earn more points, you’ll level up. The higher the

level, the more dance secret you’ve activated.

For every quest you complete and every dance-off you

enter, you’ll also be earning choreopowers, such as style, cour­

age, humor, and coordination. Your choreopowers reveal your

personal strengths as a top secret dancer—and all choreopow­

ers are awarded by other members of TSDO, in the comments

on your videos.

Full activation of the dance secret occurs at level 100. How

do you get there? Just complete twenty-one increasingly chal­

lenging quests and win at least a dozen dance-offs, and you’ll

be fully activated for life.

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Dance Quest #1: Disguise yourself.

Your first mission is to disguise yourself. After all, this is top

secret.

But we’re not talking a full disguise. That would make

dancing . . . difficult. So, to keep your TSDO identity a secret

from the rest of the world, you must create a lightweight dis-

guise that covers at least part of your face. It might be a mask,

a scarf, modified sunglasses, face paint, a wig, or . . . ? It’s your

face. You decide how to hide it. But make sure you really like

your disguise—because you’ll need to don the exact same one

for all future quests and dance-offs. Batman and Wonder

Woman didn’t make new suits every time they went out to save

the world, did they? So pick something you like, and stash it

somewhere safe—and secret. You’ll be needing it.

Now: Make a video introducing yourself to the TSDO world.

You must be 1) wearing your disguise and 2) dancing. Pick any

song you like. BUT—and here’s the tricky party—keep your

secret weapons in check for now. That means no moving your

feet. Dance, but don’t move your feet. Like they’re locked in

cement. Got it?

Keep the video short—less than thirty seconds. Upload it to

the TSDO site when you’re ready to unleash your top secret

dance identity and start earning your choreopowers.

Admittedly, this is not exactly dancing together, at least not in the traditional

sense. Most of the dance quests and dance-offs involve dancing alone, then

uploading a video to the Top Secret Dance-Off social network site. But the

game serves two important purposes toward making it easier to dance together.

First, by providing a goal-oriented, feedback-rich, obstacle-intensive envi­

ronment for dancing, it makes dancing more motivating, fun, and addictive. In

other words, it increases a person’s likelihood of dancing at all. Second, TSDO

puts dancing, even dancing around your apartment alone, into a collective

Happiness Hacking | 211

social context. It still takes nerve to share your dancing with an online

community—and it’s a real opportunity to express compassion, generosity, and

humanity when we cheer on other players in the comments. In other words,

the game is a hack for group dancing—a way to dance together alone, and

make people more likely to dance together for real, in the future.

The heart of the TSDO experience is the never-ending list of potential

dance quests, each of which adds a unique, unnecessary obstacle to dancing.

By putting an obstacle in your way, TSDO makes it much harder to be self­

conscious about dancing: you’re focused on completing the challenge, not

necessarily on how you look. It also gives you permission to dance badly, by

restricting “normal” ways of dancing. The first dance quest—to dance without

moving your feet—is a perfect example of this design strategy in action: it

automatically rules out pretty much any kind of traditional or obvious danc­

ing. Excelling at stationary dancing requires silliness, creativity, or just plain

enthusiasm—not necessarily grace, sexiness, strength, or whatever else we

might associate with natural dance talent.

Other dance quests include missions like “Dance upside down,” “Dance

in a crosswalk,” “Dance with a tree,” and “Dance to whatever was your favor­

ite song exactly seven years ago.” In each case, successful dancing means

creatively dealing with absurd limitations—including time limits, which are

designed to make the quests easy to fit into your day. It’s meant to be like

brushing your teeth—a little dancing every day goes a long way.

Meanwhile, the dance-offs—in which players form teams and earn points

for every team member who submits a dance—require players to synchro­

nize their efforts, even if they are dancing alone. In one of the most popular

dance-offs, for example, called “Steal my bad move,” players invent a signa­

ture dance move and upload a video demonstrating it. Their team gets points

for every player who successfully learns and repeats the same move in their

own dance-off video.

What else makes the game work? Some of the supporting design choices I

made for Top Secret Dance-Off were simply twists on very traditional strate­

gies for getting people to dance. Masks, for example, have always been an

important part of persuading people to let down their guard, and play and

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perform. They free us from the constraints of who we think we’re supposed to

be and how we’re supposed to behave. For people who don’t see themselves

as natural dancers, their TSDO disguise is meant to free them from that lim­

iting self-identity.

A Top Secret Dance-Off player completes Dance Quest #1, dancing in disguise. (Top Secret Dance-Off by Avant Game, 2009)

But the “top secret” theme isn’t just about practical considerations like

obscuring player identity. It was also a lightweight way to create a kind of su­

perhero mythology around dancing together. Dancing in front of others, after

all, is an act of courage. And it’s a proven powerful force for good when you

inspire others to dance. Treating players like top secret superheroes just for

dancing is one way to playfully recognize the meaning that dancing holds

for us, and the real individual strength required to do it.

Finally, perhaps one of the most effective design elements of Top Secret

Dance-Off’s design isn’t even about dancing specifically—it’s actually an adap­

tion of Keltner’s jen ratio to the online environment. I knew that in order for

Happiness Hacking | 213

TSDO to work, players would need to feel comfortable posting potentially

embarrassing videos of themselves. But on most video-sharing sites, the

comments section is not exactly the kindest or friendliest place on earth.

Criticism, rather than support, is the general method of feedback there, and

it’s often personal, ugly, and mean-spirited. So I designed the comments fea­

ture of TSDO specifically to inspire players to leave positive feedback, or none

at all.

Whenever you watch another player’s dance video, you have the option to

reward them with a plus-one of any choreopower you want. Some choreopowers

are traditional dance qualities, such as beauty, coordination, and style. Others

are less traditional: humor, sneakiness, imagination, and courage. The range of

choreopowers allows players to develop a unique profile of dance ability and

strengths, regardless of their “natural” dance talent (or lack thereof). Perhaps my

favorite choreopower is exuberance, which can be awarded to anyone who is

obviously joyous and carefree.

As a result, TSDO is an environment with an off-the-charts high jen ratio.

It’s a place where anyone can feel safe dancing together. Indeed, more than

one player has professed in the TSDO chat room that their dance quest videos

were the first time anyone has seen them dance publicly in years.

Top Secret Dance-Off is a more formal hack than Cruel 2 B Kind or Tomb­

stone Hold ’Em. There’s a single, central game site, and everyone plays as part

of the same online community, leveling up in the same database. But it’s still

an incredibly lightweight solution, from a development perspective—I launched

the game within a few days of starting to design it. It’s built on top of the in­

expensive service Ning, which lets anyone start their own social network,

much the way YouTube enabled anyone to share videos online and Blogger

enabled anyone to start their own blog. There aren’t fancy graphics or Flash

sequences, just good mission design and community support.

I created TSDO as a happiness hack for my own life, and I hoped to play

it with a few dozen friends and family members. It wound up attracting a

much larger group than I’d expected. The extended social network grew to

include coworkers and colleagues, acquaintances and friends of friends—all

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in all, about five hundred of us in total played the game together for eight

weeks during its initial trial run in early 2009. (And based on its early success,

a commercial version of TSDO is now in the works.)

Although TSDO can be played alone, from my observations TSDO danc­

ing is usually at least a little bit social. Most players seem to recruit at least one

partner in crime when they play, so they can film each other’s dance quests and

compete in the same dance-offs. And many players create group disguises for

two, three, four, or even five people who plan to complete all the quests

together as a single top secret unit.

Most important, TSDO helps players think of themselves as dancers—which

seems to make them much more likely to dance together in person, when the

opportunities arise. Though this isn’t a scientific survey, all of my friends who

have played TSDO, myself included, have found themselves dancing more

often in a traditional group venue—at parties, at Bollywood dance clubs, even

street festivals—long after they finished the game.

Like all of the best happiness hacks, you don’t have to keep playing to

maintain the benefits. A good game is that powerful—it can change the way

you see yourself and what you’re capable of forever.

WHETHER WE’RE KILLING each other with kindness, turning tombstones into

full houses, or dancing in disguise, there’s no way around it: sometimes we

have to sneak up on our happiness.

Two hundred years ago, the British political philosopher John Stuart Mill

suggested a subversive approach to self-help. It’s an approach that has much

in common with the growing community of happiness hackers. Mill argued

that while happiness might be our primary goal, we can’t pursue it directly.

It’s too tricky, too hard to pin down, too easy to scare off. So we have to set

other, more concrete goals, and in the pursuit of those goals, we capture hap­

piness as a kind of by-product. He called this approaching happiness “side­

ways, like a crab.”30 We can’t let it know we’re coming. We just kind of sneak

up on it from the side.

That’s exactly what happiness hacks are designed to help us do: approach

Happiness Hacking | 215

happiness sideways, and as a group. In fact, with crowd games, it might be

more accurate to say that hacks let us encircle happiness—we’re all sneaking

up on it from different angles together. We play these crowd games because

we enjoy them in the moment and because we crave the social connectivity

of a multiplayer experience. But a few intense and memorable exposures to a

happiness hack can shift our ways of thinking and acting in the long run,

about things as diverse as kindness to strangers, dancing, and death. And if you

get enough people to shift in one place, you really can change the larger

culture.

The best part about happiness hacks is that it doesn’t take a lot of techno­

logical know-how or sophisticated development to create one that works. It

just takes a good understanding of how games motivate, reward, and connect

us. With the creativity to invent some unnecessary obstacles and the courage

to playtest them with as many people as possible, anyone can dream up and

share new solutions to the happiness challenges of everyday life.

Alternate reality games of all kinds are designed to make us better: happier,

more creative, and more emotionally resilient. When we are better in these

ways, we are able to engage with the real world more wholeheartedly—to wake

up each day with a stronger sense of purpose, optimism, community, and

meaning in our lives.

But big crowd games, which are the subject of the next part of this book,

can do more than make us better. They can help solve some of the most ur­

gent challenges we face as the human species.

It turns out that our ability to make ourselves better as individuals—to dive

into more satisfying work, to foster real hopes of success, to strengthen our

social connections, to become a part of something bigger—also helps us work

together, longer, on more complex and pressing problems. Games aren’t just

about improving our lives today—they can help us create a positive legacy for

the future.

PA R T T H R E E E

How Very Big Games Can Change the World

a You can radically alter the nature of a game by changing

the number of people playing it.

—The New Games Book1

C H A P T E R E L E V E N

The Engagement Economy

On June 24, 2009, more than twenty thousand Britons joined forces online to investigate one of the biggest scandals in British parliament history— investigations that led to the resignations of dozens of parlia­ ment members and ultimately inspired sweeping political reform. How did

these ordinary citizens make such a big difference? They did it by playing

a game.

When the game began, the scandal had been brewing in the newspapers

for weeks. According to leaked government documents, hundreds of members

of parliament, or MPs, were regularly filing illegal expense claims, charging

taxpayers up to tens of thousands of pounds annually for personal expenses

completely unrelated to their political service. In a particularly inflammatory

exposé, the Telegraph reported that Sir Peter Viggers, an MP from the south­

ern coast of England, claimed £32,000 for personal gardening expenses, in­

cluding £1,645 for a “floating duck island.”1

The public was outraged and demanded a full accounting of all MP ex-

penses. In response, the government agreed to release the complete records

for four years’ worth of MP claims. But in what was widely considered to be

an attempt to hinder further investigation of the scandal, the government

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shared the data in the most unhelpful format possible: an unsorted collection

of more than a million expense forms and receipts that had been scanned

electronically. The files were saved as images, so that it was impossible to

search or to cross-reference the claims. And much of the data had been re­

dacted with big black blocks obscuring the detailed descriptions of items ex­

pensed. The data dump was dubbed “Blackoutgate” and called a “cover-up

of massive proportions.”2

The editors at the Guardian knew it would take too long for their own re­

porters to sort through the entire data dump and make sense of it. So they

decided to enlist the public’s direct help in uncovering whatever it was the

authorities didn’t want uncovered. In other words, they “crowdsourced” the

investigation.

The term crowdsourcing, coined by technology journalist Jeff Howe in

2006, is shorthand for outsourcing a job to the crowd.3 It means inviting a

large group of people, usually on the Internet, to cooperatively tackle a big

project. Wikipedia, the collaboratively authored online encyclopedia created

by a crowd of more than 10 million unpaid (and often anonymous) writers

and editors, is a prime example. Crowdsourcing is a way to do collectively,

faster, better, and more cheaply what might otherwise be impossible for a

single organization to do alone.

With a million uncataloged government documents on its hands and no

way of knowing which document could prove to be the smoking gun for

which MP, the Guardian knew it needed all the crowd help it could get. So

it decided to tap into the wisdom of the crowds—not with a wiki, however,

but with a game.

To develop the game, they turned to a young, but accomplished, London­

based software developer named Simon Willison. His task: convert and con­

dense all the scanned forms and expenses into 458,832 online documents, and

set up a website where anyone could examine the public records for incrimi­

nating details. For the price of just a week’s worth of the development team’s

time and a paltry fifty pounds to rent temporary servers to host the documents,

the Guardian launched Investigate Your MP’s Expenses, the world’s first mas­

sively multiplayer investigative journalism project.

The Engagement Economy | 221

A HOW TO PLAY INVESTIGATE YOUR MP’S EXPENSES

Join us in digging through the MPs’ expenses to review each

document. Your mission: Decide whether it contains interesting

information, and extract the key facts.

Some pages will be covering letters or claim forms for office

stationery. These can be safely ignored.

But somewhere in here is the receipt for a duck island. And

who knows what else may turn up. If you find something which

you think needs further attention, simply hit the button marked

“Investigate this!” and we’ll take a closer look.

Step 1: Find a document.

Step 2: Decide what kind of thing it is (expenses claim, proof/

receipt, or blank)

Step 3: Transcribe the line items

Step 4: Make any specific observations about why a claim

deserves further scrutiny

Examples of things to look out for: food bills, repeated

claims for less than £250 (the limit for claims not backed up by

a receipt), and rejected claims.

Investigate your own MP: Enter your postal code to bring

up all of your MP’s claims and receipts. Or investigate by po­

litical party.

All the MPs’ records are on there now—so let us know what

you find.

Just three days into the game, it was clear that the crowdsourcing effort was

an unprecedented success. More than 20,000 players had already analyzed

more than 170,000 electronic documents. Michael Andersen, a member of

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the Nieman Journalism Lab at Harvard University and an expert on Internet

journalism, reported at the time: “Journalism has been crowdsourced before,

but it’s the scale of the Guardian’s project—170,000 documents reviewed in

the first 80 hours, thanks to a visitor participation rate of 56 percent—that’s

breathtaking.”4

A visitor participation rate measures the percentage of visitors who sign up

and make a contribution to a network. A rate of 56 percent for any crowd­

sourced project was unheard of previously. (By comparison, roughly 4.6 per­

cent of visitors to Wikipedia make a contribution to the online encyclopedia.)5

It’s especially breathtaking considering the mind-numbingly tedious nature of

the actual accounting work being performed.

So what accounted for this unprecedented participation in a citizen journal­

ism project? According to Willison, it all boiled down to rewarding participants

in the right way: with the emotional rewards of a good game.

“The number one lesson from this project: Make it feel like a game,” Wil­

lison said in an interview with the Nieman Journalism Lab. “Any time that

you’re trying to get people to give you stuff, to do stuff for you, the most im­

portant thing is that people know that what they’re doing is having an effect.

If you’re not giving people the ‘I rock’ vibe, you’re not getting people to stick

around.”

The “I rock” vibe is another way of talking about classic game rewards, such

as having a clear sense of purpose, making an obvious impact, making con­

tinuous progress, enjoying a good chance of success, and experiencing plenty

of fiero moments. The Investigate Your MP’s Expenses project featured all of

these emotional rewards, in droves.

The game interface made it easy to take action and see your impact right

away. When you examined a document, you had a panel of bright, shiny but­

tons to press depending on what you’d found. First, you’d decide what kind of

document you were looking at: a claim form, proof (a receipt, invoice, or

purchase order), a blank page, or “something we haven’t thought of.” Then

you’d determine the level of interest of the document: “Interesting,” “Not

interesting,” or “Investigate this! I want to know more.” When you’d made

your selection, the button lit up, giving you a satisfying feeling of productivity,

The Engagement Economy | 223

even if all you’d found was a blank page that wasn’t very interesting. And there

was always a real hope of success: the promise of finding the next “duck pond”

to keep you working quickly through the flow of documents.

A real-time activity feed showed the names of players logged in recently

and the actions they’d taken in the game. This feed made the site feel social.

Even though you were not directly interacting with other players, you were

copresent with them on the site and sharing the same experience. There was

also a series of top contributor lists, for the previous forty-eight hours as well

as for all time, to motivate both short-term and long-term participation. And

to celebrate successful participation, as well as sheer volume of participation,

there was also a “best individual discoveries” page that identified key findings

from individual players. Some of these discoveries were over-the-top luxuries

offensive to one’s sense of propriety: a £240 giraffe print or a £225 fountain

pen, for example. Others were mathematical errors or inconsistencies suggest­

ing individuals were reimbursed more than they were owed. As one player

noted, “Bad math on page 29 of an invoice from MP Denis MacShane, who

claimed £1,730 worth of reimbursement, when the sum of those items listed

was only £1,480.”

But perhaps most importantly, the website also featured a section labeled

“Data: What we’ve learned from your work so far.” This page put the indi­

vidual players’ efforts into a much bigger context—and guaranteed that con­

tributors would see the real results of their efforts. Some of the key results of

the game included these findings:

• On average, each MP expensed twice his or her annual salary, or

more than £140,000 in expenses on top of a £60,675 salary.

• The total cost to taxpayers of personal items expensed by MPs is

£88 million annually.

And the game detailed:

• The number of receipts and papers filed by each MP, ranging

between 40 and 2,000

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• The total expense spending by party and by category (kitchen,

garden, TV, food, etc.)

• Online maps comparing travel expenses filed with actual distance

from the House of Commons in London to the MPs’ home dis­

tricts, making it easy to spot MPs grossly overcharging for travel

(for example, MPs from nearby districts who filed £21,534 versus

£4,418, or £10,105 versus £1,680)

Bringing these numbers to light helped clarify the true extent of the crisis:

a far more pervasive culture of extravagant personal reimbursement than

originally suspected.

So what did the players accomplish? Real political results. At least twenty­

eight MPs resigned or declared their intention to do so at the end of their

term, and by early 2010 criminal proceedings against four MPs investigated

by the players were under way. New expense codes are being written, and old

codes are being enforced more vigorously. Most concretely, hundreds of MPs

were ordered to repay a total of £1.12 million.6

It’s not all the doing of the Guardian’s gamers, of course. But without a

doubt, the game played a crucial role. The citizen journalists helped put

significant political pressure on the British government by keeping the scandal

in the news. The longer the game continued, the more public momentum

built to force major policy reform.

Investigate Your MP’s Expenses enabled tens of thousands of citizens to

participate directly in a new kind of political reform movement. Instead of just

clamoring for change, they put their time and effort into creating evidence

that change was needed. Crucially, the crowd of gamers did all of this impor­

tant work faster than any individual organization could have, and they did it

for free—lowering the costs of investigative journalism and speeding up the

democratic reform process.

Not all crowdsourcing projects are so successful. Working together on ex­

treme scales is easier said than done. You can’t crowdsource without a crowd—

and it turns out that actively engaged crowds can be hard to come by.

In 2008, New York University professor and Internet researcher Clay Shirky

The Engagement Economy | 225

sat down with IBM researcher Martin Wattenberg and tried to work out

exactly how much human effort has gone into making Wikipedia. They looked

at the total number of articles and edits, as well as the average article length

and average time per edit. They factored in all of the reading time required

to find knowledge gaps and spot errors, and all of the hours of programming

and on going community management required to make those edits hang to­

gether coherently. After a lot of clever math, they worked out the following

estimate:

If you take Wikipedia as a kind of unit, all of Wikipedia, the whole

project—every page, every edit, every talk page, every line of code,

in every language that Wikipedia exists in—that represents some­

thing like the accumulation of 100 million hours of human

thought. . . . It’s a back-of-the-envelope calculation, but it’s the

right order of magnitude, about 100 million hours of thought.7

On one hand, that’s no trivial effort. It’s the equivalent of rounding up a

million people and convincing them to spend a hundred hours each contrib­

uting to Wikipedia, for free. Put another way: it’s like persuading ten thousand

people to dedicate five full-time work years to the Wikipedia project. That’s a

lot of effort to ask a lot of people to make, for no extrinsic reward, on behalf

of someone else’s vision.

On the other hand, given that there are 1.7 billion Internet users on the

planet and twenty-four hours in a day, it really shouldn’t be that hard to suc­

cessfully pull off lots of projects on the scale of Wikipedia.8 Hypothetically, if

we could provide the right motivation, we should be able to complete one

hundred Wikipedia-size projects every single day—if we could convince all

1.7 billion Internet users to spend most of their free time voluntarily contrib­

uting to crowdsourced projects.

Maybe that’s unrealistic. More reasonably, if we could convince every In­

ternet user to volunteer just one single hour a week, we could accomplish a

great deal. Collectively, we would be able to complete nearly twenty Wikipedia­

size projects every single week.

226 | R E A L I T Y I S B R O K E N

Which really makes you wonder: with so much potential, why aren’t there

even more Wikipedia-scale projects out there?

The truth is, the Internet is littered with underperforming, barely popu­

lated, or completely abandoned collaboration spaces: wikis that have no con­

tributors, discussion forums with no comments, open-source projects with no

active users, social networks with barely a few members, and Facebook groups

with plenty of members but few who ever do anything after joining. According

to Shirky, more than half of all collaborative projects online fail to achieve the

minimum number of participants necessary to even begin working on their

goal, let alone achieve it.

It’s not for a lack of time spent on the Internet. It’s just incredibly difficult to

achieve the necessary critical mass of participation on any given serious project.

For one thing, some participatory networks are more rewarding than others—

and the most readily rewarding networks aren’t, as a rule, the ones doing serious

work. Online games and “fun” social networks like Facebook provide the steadi­

est stream of intrinsic rewards. They’re autotelic spaces—spaces we visit for the

pure enjoyment of it. Their primary purpose is to be rewarding, not to solve a

problem or get work done. Unlike serious projects, they are engineered first and

foremost to engage and satisfy our emotional cravings. And as a result, they are

the projects that are absorbing the vast majority of our online participation

bandwidth—our individual and collective capacity to contribute to one or

more participatory networks.

A second and more pressing problem is the fact that, across serious crowd

projects, our participation resources are increasingly being spread too thin.

In the past month, I’ve been invited to join exactly forty-three Facebook

groups. I’ve been asked to help edit fifteen wikis and contribute to nearly twenty

Google Docs. And I’ve been (unsuccessfully) recruited for nearly twenty other

assorted collective intelligence projects, each one requesting me to spend valu-

able online time voting, ranking, judging, editing, sorting, labeling, approving,

commenting, translating, predicting, contributing, or otherwise participating

in someone else’s idea of a worthy mission. I may be an extreme example—I’m

a highly networked individual with many personal contacts doing interesting

work online. But I’m certainly not alone in feeling overwhelmed by participa­

The Engagement Economy | 227

tion requests. Increasingly, I hear the same complaint from friends, colleagues,

and clients: there are simply too many demands, from too many people, on our

online engagement.

I call it “participation spam.” It’s the increasingly unsolicited requests we

receive on a daily basis to participate in someone else’s group. If you’re not

getting participation-spammed yet, you will—and soon.

By my own back-of-the-envelope estimate, there are currently more than

200 million public requests for crowd participation on the Internet, across

thousands of different networks, ranging from citizen journalism, citizen sci­

ence, and open government to peer-to-peer advice, social networking, and

open innovation. This estimate factors in, for example, more than 1 million

public social networks created on Ning, more than 100,000 wikis on Wikia,

more than 100,000 crowdsourcing projects on Amazon’s Mechanical Turk, at

least 20,000 videos awaiting transcription and translation on DotSUB, as well

as myriad smaller clusters of open collaboration, such as the more than 3,300

public “idea spaces” for proposing and developing innovative ideas on IBM

Lotus’ IdeaJam and more than 14,000 on Dell’s IdeaStorm.

With 1.7 billion people on the Internet, that works out to about 8.5 people

per crowd.

That’s a very small crowd.

It’s certainly not a big enough crowd to build a resource on the scale of

Wikipedia.

This problem is likely going to get worse before it gets better. As it becomes

easier and cheaper to launch a participation network, it will likely become

equally difficult to sustain it. There are only so many potential participants on

the Internet. And as long as participation is designed as an active process re­

quiring some mental effort, there are only so many units of engagement, or

mental hours, each participant can reasonably expend in a given hour, day,

week, or month.

To effectively harness the wisdom of the crowds, and to successfully lever­

age the participation of the many, organizations will need to become effective

players in an emerging engagement economy. In the economy of engage­

ment, it is less and less important to compete for attention and more and more

228 | R E A L I T Y I S B R O K E N

important to compete for things like brain cycles and interactive bandwidth.

Crowd-dependent projects must figure out how to capture the mental energy

and the active effort it takes to make individual contributions to a larger whole.

For this reason, the overall crowdsourcing culture likely will not be immune

from “the tragedy of the commons”—the crisis that occurs when individuals

selfishly exhaust a collective resource. Collaboration projects will have to

compete for crowd resources as online communities seek to grab as many

mental hours as possible from their members. These gains will likely come at

the expense of other projects still striving to secure their own passionate com­

munity. Collaboration may be the signature modus operandi of these proj­

ects, but the competition for participants will be fierce and not all projects will

thrive.

As we consider these challenges, some of the key questions for the emerg­

ing engagement economy start to arise: Who will do all of the participating

necessary to make the seemingly endless flow of participatory projects a suc­

cess? Are there enough willing quality collaborators in the world to do it? How

do you draw a big and passionate enough crowd to tackle extreme-scale goals?

And what will motivate the crowds who do show up to stick around long

enough to collectively create something of value?

We have to face facts. It’s very difficult to motivate large numbers of people

to come together at the same time and to contribute any significant amount

of energy—let alone their very best effort—to a collaborative project. Most big

crowd projects today fail: they fail to attract a crowd, or they fail to give the

crowd the right kind of work, or they fail to reward the crowd well enough to

keep it participating over the long haul.

But it’s not hopeless. As both Wikipedia and Investigate Your MP’s Ex-

penses show, there are significant crowdsourcing projects succeeding. And

they all have one important thing in common: they’re structured like a good

multiplayer game.

The most active contributors to Wikipedia, the world’s most successful

crowdsourced project, already know this. In fact, they’ve created a special

project to detail all the ways in which Wikipedia is like a game.

As more than fifty leading Wikipedia contributors have helped explain,

The Engagement Economy | 229

“One theory that explains the addictive quality of Wikipedia and its tendency

to produce Wikipediholics (people who are addicted to editing Wikipedia

articles) is that Wikipedia is a massively multiplayer online role-playing game.”

And, according to the happily addicted Wikipedians, it works like a good

MMORPG in three key ways.

First, Wikipedia is a good game world. Its extreme scale inspires our sense

of awe and wonder, while its sprawling navigation encourages curiosity, explo­

ration, and collaboration. Here’s exactly how the Wikipedians described it in

one recent version of the constantly changing wiki page:

Wikipedia has an immersive game world with over 10.7 million

players (registered contributors, or “Wikipedians”) and over 3.06

million unique locations (Wikipedia articles), including 137,356

undiscovered secret areas (“lonely pages,” or articles that aren’t

linked to any other articles and therefore can’t be found by brows­

ing), 7,500 completely explored dungeons (“good articles,” or ex­

haustively written articles with excellent citations and evidence

provided), and 2,700 boss levels (“featured articles,” or the top­

ranking articles as judged by accuracy, neutrality, completeness,

and style).9

In other words, Wikipedia, like all of the most engaging multiplayer game

worlds, is an epic built environment. It invites participants to explore, act, and

spend large amounts of time there.

Second, Wikipedia has good game mechanics. Player action has direct and

clear results: edits appear instantly on the site, giving users a powerful sense of

control over the environment. This instant impact creates optimism and a

strong sense of self-efficacy. It features unlimited work opportunities, of esca­

lating difficulty. As the Wikipedians describe it, “Players can take on quests

(WikiProjects, efforts to organize many articles into a single, larger article),

fight boss-level battles (featured articles that are held to higher standards than

ordinary articles), and enter battle arenas (interventions against article vandal­

ism).” It also has a personal feedback system that helps Wikipedians feel like

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they are improving and making personal progress as they contribute. “Players

can accumulate experience points (edit count), allowing them to advance to

higher levels (lists of top-ranking Wikipedians by number of edits).”

Meanwhile, like all good games, there is significant friction to achieving

the goal. It’s not just about making good edits. The game also has a clearly

defined enemy to defeat: vandals who make unhelpful edits to the site. “Edit

wars” are said to break out between competing contributors with different

points of view, and players have developed collaboration techniques and com­

bat tools to deal with these high-level challenges. As an edit war escalates,

more and more editors are called to join the conversation and work toward a

solution.

Which leads to the third key aspect of Wikipedia’s good gameness: it has

good game community. Good game community requires two things: plenty

of positive social interaction and a meaningful context for collective effort.

Wikipedia has both. As Wikipedians describe it:

Every unique location (article) in the game world (encyclopedia)

has a tavern (“talk page,” or discussion forum) where players have

the opportunity to interact with any other player in real time. Play-

ers often become friends with other players, and some have even

arranged to meet in real life (“meetups,” or face-to-face social gath­

erings for frequent Wikipedia contributors).

The talk pages encourage both sociable competition (arguing over recent

edits) and collaboration (improving and organizing existing articles). This

kind of persistent positive social interaction around common goals builds trust

and strong bonds—which naturally extends to face-to-face relationships. In­

deed, roughly a hundred Wikipedia meetups occur a year, everywhere from

Reykjavik, Cape Town, Munich, and Buenos Aires to Perth, Kyoto, Jakarta,

and Nashville.

Also crucial to good community is the sense of meaning created by belong­

ing and contributing to such an epic project. Wikipedia members are always

The Engagement Economy | 231

working toward extreme-scale goals—aiming first for 100,000 articles, then 1

million, then 2 million, and then 3 million—as well as celebrating traffic

milestones— the date Wikipedia first broke into the top 500 websites, the top

100, the top 20, and, most recently, the top 10. And they are constantly im­

mersed in awe-inspiring project statistics, greeted on the site’s home page

with a list of the more than 270 different language versions of Wikipedia and

growing.

Wikipedians explicitly credit the good gameness of the system—its compel­

ling game world, satisfying game mechanics, and inspiring game community—

for their dedicated long-term participation. To conclude their analysis of

Wikipedia as an MMORPG: “People tend to play a given MMORPG for six

to eighteen months at a high level of involvement; a similar pattern (of “Wiki­

breaking,” or separating from the site to attend to other projects) has been

noted in hard-core Wikipedia players.”10 In other words, most games eventu­

ally get boring—we exhaust their challenges and creative possibilities—and

Wikipedia is no different. While there are some perpetual Wikipedians, most

members are of service to the site for a limited period of time, after which

they’re likely to move on to a new system that offers new content and fresher

challenges.

The “Wikipedia is an MMORPG” project is particularly compelling pre­

cisely because so much valuable participation effort is being spent in MMORPG

environments.

Take World of Warcraft, for example—the most successful MMORPG ever.

Currently, with more than 11.5 million subscribers, each averaging between

sixteen and twenty-two hours a week playing the game, that’s 210 million

participation hours spent weekly on just a single MMORPG. And the number

of WoW subscribers is almost exactly the same as the number of registered

contributors to Wikipedia.

Based on Clay Shirky’s estimate that all of Wikipedia took 100 million

hours to create, the WoW community alone could conceivably create a new

Wikipedia every three and a half days.

But let’s say, for argument’s sake, that most people who play WoW wouldn’t

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be even remotely interested in any kind of collective intelligence project.

There are still more than 65,000 WoW players who are registered contributors

to WoWWiki, currently the world’s second largest wiki after Wikipedia. Even

if you managed to successfully engage only that group, it would still take them

only two months of channeling their usual WoW playing time to a crowdsourc­

ing project to collectively create a resource on the scale of Wikipedia. By

comparison, Wikipedia took eight years to collect 100 million hours of cogni­

tive effort.

When I first started looking at these numbers, I had two insights.

First, gamers are an extremely valuable—and largely untapped—source of

participation bandwidth. Whoever figures out how to effectively engage them

first for real work is going to reap enormous benefits. (And clearly, the Guard­

ian’s Investigate Your MP’s Expenses represents one of the first organizations

to do just that.)

Second, crowdsourcing projects—if they have any hope of capturing

enough participation bandwidth to achieve truly ambitious goals—must be

intentionally designed to offer the same kinds of intrinsic rewards we get from

good games. Increasingly, I’m convinced that this is the only way to dramati­

cally increase our total available participation bandwidth. If everyone spent as

much time actively engaged in good, hard work as gamers do, we wouldn’t be

competing for scarce crowd resources. We’d have massively more mental

hours to pour into important collective efforts.

Making Better Use of Gamers’ Participation Bandwidth

My experience and research suggests that gamers are more likely than any­

one on the planet to contribute to an online crowdsourcing project. They

already have the time and the desire to tackle voluntary obstacles. They’re

playing games precisely because they hunger for more and better engagement.

They also have proven computer skills and an ability to learn new interactive

The Engagement Economy | 233

interfaces quickly. And if they’re playing games online, they already have the

necessary network access to join any online project and start participating

immediately.

Given the highly social nature of today’s best games, gamers are also very

likely to have a large network of friends and family they already bring from

one game to the next. This is exactly the kind of social infrastructure necessary

to help grow any participation base.

On the whole, gamers already spend more time compiling collective

intelligence— and making effective use of it—than anyone else. They’re the

most prolific users of wikis in the world. On Wikia, for example, the most

popular wiki-hosting service, gamers are by far the leading creators of content

and the most active users. With more than a million articles on ten thousand

distinct wikis—each wiki for a different game—they represent the lion’s share

of active content across the entire Wikia network. And as Artur Bergman, vice

president of engineering and operations at Wikia, has told me many times,

they are by far the most organized and ambitious wiki users on the network.

“The gamers are amazing,” he said this fall, after watching multiple game

walk-throughs go up overnight for newly released games. “The minute the

game comes out, they start making round-the-clock edits. Within twenty-four

hours, they have the whole thing documented.”

The minute gamers get their hands on a new game, they start compiling

collective intelligence about it. It’s not something that happens after they get

tired of playing—it’s an essential part of gaming. And, according to Wikia’s

traffic statistics, for every single wiki contributor, thousands more players show

up to make use of the data. Gamers make daily use of collective intelligence,

and as a result they instinctively understand the value and possibility of big

crowd projects.

In short, gamers are already our most readily engageable citizens.

We also have ample proof that gamers want to do more than just save the

virtual world. Two key projects show just how much online gamers want to do

real-world good: the world hunger–fighting game Free Rice and the cancer­

fighting gamer initiative Folding@home on the PlayStation 3.

234 | R E A L I T Y I S B R O K E N

FREE RICE—OR HOW TO PLAY AND FEED HUNGRY PEOPLE

“Feeling guilty about wasting time on computer solitaire? Join the growing

guilt-free multitude at FreeRice.com, an online game with redeeming social

value.”11 That’s how USA Today described Free Rice, a nonprofit game de­

signed to help gamers battle world hunger while they play.

The gameplay is simple: answer a multiple-choice vocabulary question

correctly, and you earn ten virtual grains of rice. The better you do, the harder

the questions get; it took me only six questions in my latest game before getting

stumped by this one:

Acrogenous means:

• created top down

• extremely generous

• growing from the tip of a stem

• pointy-headed

(Hint: It turns out “acrogenous” is a botanical term—see the endnotes for

the answer.)12

You can stack up as much virtual rice as you want, and at the end of your

game, it gets converted to real rice, which is donated to the United Nations

World Food Programme. (The rice is provided by sponsors whose online ad­

vertisements appear underneath every question in the game.)

To earn enough rice to feed one person one meal, I’d have to answer two

hundred questions correctly. But it’s not the kind of game you really want to

play for hours on end. In fact, usually I just play for about a minute or two, or

roughly ten questions at a time, whenever I want a quick burst of satisfying

productivity and feel-good activity. But earning a hundred grains a day is

barely a teaspoon’s worth; luckily I’m not the only person playing. On any

given day, between two hundred thousand and five hundred thousand people

play Free Rice; together, according to the game’s FAQ, their efforts add up to

enough rice to feed an average of seven thousand people per day.

Why is Free Rice able to capture so much engagement? It isn’t just that it

The Engagement Economy | 235

is a force for good; it’s also classically good game design. It takes just seconds

to complete a task, meaning you can get a lot of work done quickly. You get

instant visual feedback: grains of rice stacking up in a bowl, with a constantly

rising total of grains that you’ve earned. Because the game gets easier when

you make mistakes and harder when you answer correctly, it’s easy to experi­

ence flow: you’re always playing at the limits of your ability. And since the

game was created, in 2007, its game world has expanded significantly: there’s

a seemingly endless stream of potential tasks, with thirteen different subject

areas, from famous paintings and world capitals to chemical symbols and

French vocabulary. There’s also a clear sense that you’re a part of something

bigger as you play. As the Free Rice site explains, “Though 10 grains of rice

may seem like a small amount, it is important to remember that while you are

playing, so are thousands of other people at the same time. It is everyone to­

gether that makes the difference.”13 So far, that difference is nothing less than

epic: 69,024,128,710 grains of rice and counting—enough to provide more

than 10 million meals worldwide.

Free Rice in one respect seems like a perfect embodiment of the crowd­

sourcing philosophy: lots of people come together to make a small contribu­

tion, all of it adding up to something bigger. But Free Rice actually falls short

of real crowdsourcing. That’s because the grains of rice aren’t coming from

the players—they’re coming from a small number of advertisers who agree to

pay the cost of ten grains of bulk rice for every correct-answer page view. Those

advertisers are paying for the gamers’ eyeballs on the page. So the actual game­

play activity isn’t generating any new knowledge or value; the advertisers

are just happy to have their advertisement on a page they know hundreds of

thousands of people will see daily.

That means Free Rice is less like Wikipedia and more like clever fund­

raising. But Free Rice is still an extremely important project, for one big reason:

it irrefutably shows that gamers are, on the whole, happier when a good game

also does real-world good. There’s no evidence that hundreds of thousands of

people would show up to play a bad game just to help out a good cause. But

the combination of good game design and real-world results is irresistible.

It also points the way to bigger possibilities. What if people playing Free

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Rice were actually contributing something other than their attention to adver­

tising? What could gamers easily contribute, and what would it add up to? We

can catch an even better glimpse of gamers’ potential to engage in epic prob­

lem solving in a different crowd project: Folding@home, a project designed

to harness gamers’ hardware for good.

FOLDING@HOME ON PLAYSTATION 3

“If you own a PS3, start saving lives. Real lives.”14 That’s how one blogger put

it when he discovered Folding@home for the PlayStation 3, the world’s first

distributed computing initiative just for gamers. A distributed computing sys­

tem is like crowdsourcing for computers. It connects individual computers via

the Internet into a giant virtual supercomputer in order to tackle complex

computational tasks that no individual computer could solve alone.

For years, scientists have been harnessing the processing power of home

computers to create virtual supercomputers tasked with solving real scientific

problems. The most famous example is SETI@home, or Search for Extrater­

restrial Intelligence at home, a program that harnesses home computers to

analyze radio signals from space for signs of intelligent life in the universe.

Folding@home is a similar system created by biologists and medical research­

ers at Stanford University in an effort to solve one of the greatest mysteries of

human biology: how proteins fold.

Why is protein folding important? Proteins are the building blocks of all

biological activity. Everything that happens in our bodies is a result of proteins

at work: they support our skeleton, move our muscles, con trol our five senses,

digest our food, defend against infections, and help our brain process emo­

tions. There are more than one hundred thousand kinds of proteins in the

human body, each consisting of anywhere from one hundred to one thousand

different parts and made up of any combination of twenty different amino

acids. In order to do its specific job, each kind of protein folds up into a unique

shape.15

Biologists describe this process as a kind of incredibly complex origami.

The Engagement Economy | 237

The parts can be arranged and folded up in almost any imaginable combina­

tion and form. Even if you know which amino acids make up a protein, and

in how many parts, it’s still nearly impossible to predict exactly what form the

protein will take. One thing scientists know for sure, however, is that some­

times, for unknown reasons, proteins stop folding correctly. They “forget” what

shape to take—and when they do, this can lead to disease. Alzheimer’s disease,

cystic fibrosis, Mad Cow disease, and even many cancers, for example, are

believed to result from protein misfolding.

So scientists want to understand exactly how proteins fold and what shapes

they take, in order to figure out how to stop proteins from misfolding. But

given the nearly infinitely many different shapes each protein can take, it re­

quires an incredibly long time to test all the various potential shapes. Com­

puter programs can simulate every possible shape that a protein with a certain

amino acid composition could make. But it would take thirty years to test

all the different combinations for just one single protein, out of the hundred

thousand proteins in our bodies. As the Folding@home FAQ section puts it,

“That’s a long time to wait for one result!”

That’s why scientists use distributed computing systems. By dividing the

work between multiple processors, the work can go much, much faster. Since

2001, anyone in the world has been able to connect their personal computer

to the Folding@home network. Whenever their computer is idle, it connects

to the network and downloads a small processing assignment—just a few min­

utes’ worth of protein-folding simulation. It submits the data to the network

when it’s done.

But after nearly a decade of tapping into the spare processing power of

personal computers, the team behind Folding@home realized that a more

powerful platform for virtual supercomputing exists: game consoles like

the PlayStation 3.

When it comes to data-crunching ability, game consoles are significantly

more powerful than the average PC. That’s because the computational power

required to render constantly changing 3D graphic environments is much

greater than what’s required for ordinary home or work computing tasks, like

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Internet browsing or word processing. Even though there are collectively

many more PCs in our homes than game consoles, if scientists could get even

a small fraction of gamers to participate in distributed computing projects,

they could double, triple, or even quadruple their supercomputing power.

But would gamers do it? Sony, the makers of the PS3 console, bet that they

would. And they were right.

Screenshot of the Folding@home application for the PlayStation 3 system.

(Sony Corporation, 2009)

As a philanthropic venture, Sony developed a custom Folding@home ap­

plication for the PS3. Gamers could log in, accept a protein-folding mission,

and donate the power of their PS3 to get the mission done. They could watch

the folding simulation in action, and keep tabs on just how much computa­

tional effort they’d personally contributed to the project.

Help save real lives when you’re not saving virtual lives. The message was

compelling, and it caught on fast. Within days of Sony releasing the applica­

The Engagement Economy | 239

tion, thousands of blog posts and online articles about “gaming for the greater

good” spread across the entire online gamer landscape.

The gamer community has rallied around the mission with enormous en­

thusiasm. Online articles and blog posts proudly proclaimed: “PS3 Gamers

Trying to Save the World!” On forums, players encouraged each other: “Have

you cured cancer lately? Now is the best time to jump in and join the cancer­

saving fun.”16 They set up competitive folding teams and tried to rally each

other to action: “Your PS3 can’t do it without you.” “It’s time to do your part

for humanity.”17

Within six months, gamers collectively helped the Folding@home network

achieve supercomputing milestones never achieved by any other distributed

computing network anywhere in the world. As a senior developer for the PS3

Folding@home project announced on the official PlayStation blog:

This time it’s something that the Folding community and the

computer science field as a whole have been anxiously awaiting—

the crossing of a milestone known as a petaflop. A petaflop equals

one quadrillion floating point operations per second (FLOPS).

If you’d like to imagine this enormous computation capacity,

think about calculating a tip on a restaurant bill, now do that for

75,000 different bills, now do that every second, and lastly, imag­

ine everybody on the planet is doing those calculations at the same

second—this is a petaflop calculation. Now you see why I say

enormous . . .18

With an epic context like that, it’s no wonder gamers rose to the occasion.

They live for opportunities to be of service to extreme-scale goals. As one gamer

said, “You might as well be bragging that you helped cure cancer, instead of

just beating the game on the hardest difficulty level without dying once.”19

Today, PS3 users account for 74 percent of the processing power used by

Folding@home. So far, more than a million PS3 gamers on six continents have

contributed spare computing cycles to the Folding@home project. That’s one

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out of every twenty-five gamers on the PS3 network.20 The gamers are vastly

outcontributing everyone else on the network—and they’re far more active on

Folding@home forums, keeping close tabs on what their efforts are adding

up to.

Now every PS3 comes preloaded with Folding@home software, making it

even easier for any gamer to opt in to a scientific mission. As it stands, long after

the initial September 2008 launch, gamers continue to sign up for the collective

effort at the rate of three thousand a day, or two new volunteers every minute.21

The Folding@home project for the PlayStation 3 is a perfect example of

matching ability with opportunity, which is the fundamental dynamic of any

good crowdsourcing project. It’s not enough to draw a crowd—you have to ask

the crowd to do something they have a real chance of doing successfully. Every

PS3 gamer is capable of easily and successfully contributing spare processing

power. Meanwhile, Sony, working with Stanford University, has created an

opportunity for that contribution to really mean something.

GAMERS’ MASS PARTICIPATION in, and enthusiasm for, this big crowd proj­

ect is a clear sign that there is a growing desire to be of service to real-world

causes. For decades, gamers have been answering heroic calls to action in

virtual worlds. It’s time we ask them to answer real-world calls to action, and

all the evidence suggests that they are more than happy—they are happier—to

rise to the real-world occasion.

The next major step to take, then, will be to harness gamers’ minds, and

not just their consoles. Gamers are creative, persistent, and always up for a

good challenge. Their strong cognitive resources, combined with their proven

engageability, are a valuable resource just waiting to be tapped. In fact, a team

of medical scientists, computer scientists, engineers, and professional game

developers from the Seattle area are banking on that fact. They believe that

gamers can use their natural creative ability and problem-solving abilities to

learn to design new protein shapes and actively help cure diseases. They’ve

created a protein-folding game called Foldit, which represents a dramatic leap

of faith forward from the Folding@home project.

The Engagement Economy | 241

Instead of harnessing their video game hardware to run complex protein­

folding simulations, Foldit harnesses the real brain power of gamers, chal­

lenging them to use their creativity and ingenuity to fold digital proteins

by hand.

In the game, players manipulate proteins in a 3D virtual environment that

one reviewer describes as “a twenty-first-century version of Tetris, with multi­

colored geometric snakes filling the screen.”22 The geometric snakes represent

all the different building blocks of a protein, the amino acid chains that con­

nect and fold up into incredibly complex patterns in order to perform different

biological tasks in the body. In Foldit, the player’s goal is to learn what kinds

of patterns are the most stable and successful for doing different jobs, by taking

an unfolded protein and folding it up into the right shape. This is called a

“protein puzzle.”

Players learn how to fold proteins by working on “solved” puzzles, or pro-

teins that scientists already know how to fold. Once they’ve got the hang of it,

they’re encouraged to try to predict the shape of a protein that scientists haven’t

successfully folded yet, or to design a new protein shape from scratch, which

researchers could then manufacture in a lab.

“Our ultimate goal is to have ordinary people play the game and eventu­

ally be candidates for winning the Nobel Prize in biology, chemistry or medi­

cine.” Zoran Popović, a professor of computer science and engineering at the

University of Washington, and one of the lead researchers on the Foldit

project, declared these Nobel aspirations in his address to the Games for

Health conference in the spring of 2008, just weeks before opening up the

new protein-folding puzzle game to the public.23 Within eighteen months of

its release, the game had attracted a registered community of more than

112,700 players—most of whom, according to researchers, had little to no

previous experience in the field of protein folding. “We’re hopefully going to

change the way science is done, and who it’s done by,” Popović said.

The Foldit team is well on its way to doing just that. In the August 2010

issue of the prestigious scientific journal Nature, the team declared its first

significant breakthrough: In a series of ten challenges, gamers beat the world’s

most sophisticated protein-folding algorithms five times, and drew even three

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times. The authors concluded that gamer intuition can successfully com­

pete with supercomputers—especially when the problems being solved re­

quire taking radical, creative risks.24 Most notably, the Nature study wasn’t

just about the Foldit players; it was by the Foldit players. More than 57,000

gamers were listed as official coauthors alongside Popović and his university

colleagues.25

IN THE DECADES to come, there will be many more challenges for us to tackle

together as crowds: more citizen journalism investigations, more collective

intelligence projects, more humanitarian efforts, more citizen science research.

There’s no shortage of world-changing collective work to be done—so we can’t

allow ourselves to be limited by a shortage of incentive or compensation.

Many crowdsourcing projects today are experimenting with micropay­

ments, or small amounts of monetary reward, in return for contributions. The

Amazon Mechanical Turk marketplace, which gives businesses access to a

global virtual workforce, pays participants a few cents for each helpful contri­

bution to a human intelligence task, or HIT—a cognitive task “that only a

human, and not a computer, could do” (such as labeling images, character­

izing the emotional quality of song lyrics, or describing the action in short

videos). Others offer prizes for top contributions. The CrowdSPRING mar­

ketplace, for example, offers prizes starting at $5,000 to individuals who sub­

mit the most helpful ideas—for example, helping name a new product or

improve an existing service.

The logic behind these practices is that if people are willing to contribute

for free, they’ll be even happier to contribute when they’re compensated. But

compensating people for their contributions is not a good way to increase

global participation bandwidth, for two key reasons.

First, as numerous scientific studies have shown, compensation typically

decreases motivation to engage in activities we would otherwise freely enjoy.26

If we are paid to do something we would otherwise have done out of interest—

such as reading, drawing, participating in a survey, or solving puzzles—we are

The Engagement Economy | 243

less likely to do it in the future without being paid. Compensation increases

participation only among groups who would never engage otherwise—and as

soon as you stop paying them, they stop participating.

Second, there are natural limits on the monetary resources we can provide

a community of participants. Any given project will have only so much finan­

cial capital to give away; even a successful business will eventually hit an

upper limit of what it can afford to pay for contributions. Scarce rewards like

money and prizes artificially limit the amount of participation a network can

inspire and support.

We need a more sustainable engagement economy—an economy that

works by motivating and rewarding participants with intrinsic rewards, and not

more lucrative compensation.

So if not money or prizes, then what will most likely emerge as the most

powerful currency in the crowdsourcing economy? I believe that emotions

will drive this new economy. Positive emotions are the ultimate reward for

participation. And we are already hardwired to produce all the rewards we

could ever want—through positive activity, positive achievements, and posi­

tive relationships. It’s an infinitely renewable source of incentive to participate

in big crowd projects.

In the engagement economy, we’re not competing for “eyeballs” or “mind­

share.” We’re competing for brain cycles and heartshare. That’s why success

in the new engagement economy won’t come from providing better or more

competitive compensation. It will come from providing better and more com­

petitive engagement—the kind of engagement that increases our personal and

collective participation bandwidth by motivating us to do more, for longer,

toward collective ends. And no one knows how to augment our collective

capacity for engagement better than game developers.

Game designers have been honing the art of mass collaboration for years.

Games inspire extreme effort. Games create communities that stick together

over time, long enough to get amazing things done together. If crowdsourcing

is the theory, then games are the platform.

Which brings us to our next fix for reality:

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A FIX #11: A SUSTAINABLE ENGAGEMENT ECONOMY

Compared with games, reality is unsustainable. The gratifica­

tions we get from playing games are an infinitely renewable

resource.

Good game developers know that the emotional experience itself is the

reward. Consider the following job listing for Bungie, the company that cre­

ates the Halo video game series:

Do you dream about creating worlds imbued with real value and

consequence? Can you find the fine line between a reward that

encourages players to have fun and an incentive that enslaves

them? Can you devise a way for a player to grow while preserving

a delicate game balance? If you answered yes to these questions,

you might want to polish up your résumé and apply to be Bungie’s

next Player Investment Design Lead.

The Player Investment Design Lead directs a group of design­

ers responsible for founding a robust and rewarding investment

path, supported by consistent, rich and secure incentives that drive

player behavior toward having fun and investing in their charac­

ters, and then validates those systems through intense simulation,

testing and iteration.27

This kind of job doesn’t yet exist outside of the game industry. But it should.

“Player investment design lead” is a role that every single collaborative project

or crowd initiative should fill in the future. When the game is intrinsically

rewarding to play, you don’t have to pay people to participate—with real cur­

rency, virtual currency, or any other kind of scarce reward. Participation is its

own reward, when the player is properly invested in his or her progress, in

exploring the world fully, and in the community’s success.

The Engagement Economy | 245

So how exactly do you design good player investment? The Bungie job

listing further details some of the core responsibilities of the position—and,

in a nutshell, they give us a very good idea of four engagement principles any

big crowd project should follow. As you can see, these four principles all serve

the ultimate goal of building a compelling game world, satisfying game me­

chanics, and an inspiring game community.

The Player Investment Design Lead will design the mechanics

that drive in-game player reward and incentives:

• So players feel invested in the world and their character.

• So players have long-term goals.

• So players can’t grief or exploit them, or each other.

• So that content are rewards in and of themselves.

In other words, participants should be able to explore and impact a “world,”

or shared social space that features both content and interactive opportunities.

They should be able to create and develop a unique identity within that

world. They should see the bigger picture when it comes to doing work in the

world—both an opportunity to escalate challenge and to continue working

over time toward bigger results. The game must be carefully designed so that

the only way to be rewarded is to participate in good faith, because in any

game players will do anything they get the most rewarded for doing. And the

emphasis must be on making the content and experience intrinsically reward­

ing, rather than on providing compensation for doing something that would

otherwise feel boring, trivial, or pointless.

Do these principles work as effectively for real-world problem solving as for

virtual-world problem solving? Absolutely. They are clearly the shared secret

of the success for projects like Investigate Your MP’s Expenses, Wikipedia,

Free Rice, and Fold It!. In each case, the experience of participation is reward­

ing on its own merits, immersing a player inside an interactive world that

motivates and rewards his or her best effort.

Gamers who have grown up being intensely engaged by well-designed vir­

tual environments are hungry for better forms of engagement in their real lives.

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They’re seeking out ways to be blissfully productive while cooperating toward

extreme-scale goals. They are a natural source of participation bandwidth for

the kinds of citizen journalism, collective intelligence, humanitarian, and

citizen science projects that we will increasingly seek to undertake.

As the examples in this chapter demonstrate, crowdsourcing games have

an important role to play in how we achieve our democratic, scientific, and

humanitarian goals over the next decade and beyond.

And more and more, these crowdsourcing games won’t be just about online

work or computational tasks. Increasingly, they will take us out into physical

environments and face-to-face social spaces. These new games will challenge

crowds to mobilize for real-world social missions—and they may make it pos­

sible for gamers to change, or even save, real people’s lives as easily as they

save virtual lives today.

C H A P T E R T W E L V E

Missions Impossible

Epic win /��pIk�wIn/— noun

1. an unexpected victory from an underdog

2. something fantastic that has worked out unbelievably

well

3. the greatest possible way for man to succeed at anything

interjection

4. an expression of happiness and/or awe at a highly

favorable (and often improbable) event that has taken

place: “Alright! Epic win!”

—from the Urban Dictionary1

What the world needs now are more epic wins: opportunities for ordinary people to do extraordinary things—like change or save someone’s life—every day. “Epic win” is a gamer term. It’s used to describe a big, and usually surpris­

ing, success: a come-from-behind victory, an unorthodox strategy that works

out spectacularly well, a team effort that goes much better than planned, a

heroic effort from the most unlikely player.

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The label “epic” makes these kinds of wins sound rare or exceptional. But

in the gamer world, they’re not. Discussion forums are full of gamers sharing

their most surprising and rewarding fiero moments. And they come in many

different forms.

Some epic wins are about discovering we have abilities we didn’t know we

had. One action-adventure gamer writes: “After over an hour of attempting

the ridiculously impossible office battle scene in Indigo Prophecy, which I was

sure I’d never finish, I finally passed it, exhausted and wracked with awe. I did

that? Epic win.”2

Some are about upsetting other people’s expectations of what’s possible. A

fantasy-football gamer writes: “I won the Champions League in Champion­

ship Manager coaching huge underdogs Malaga through a simulated season.

Now that’s epic. It’s the most unlikely win ever.”

And still others are about inventing new positive outcomes we hadn’t even

imagined before. A Grand Theft Auto player reports: “My epic win in GTA

IV: Mountain biking to the top of the highest mountain from the city. Takes

me 25 minutes real time. Just in time to see the sunrise.”

What do these three different kinds of epic wins have in common? They

all help us revise our notion of what constitutes a realistic best-case-scenario

outcome. Whatever we thought the best possible result could reasonably be

before, after an epic win we’ve set a new precedent: We can do more. It can

get better.

With each epic win, our possibility space expands—dramatically. That’s

why epic wins are so crucial to creating sustainable economies of engagement.

They make us curious about what more we can do—and as a result, we are

more likely to take positive action again in the future. Epic wins help turn a

one-off effort into passionate long-term participation.

Epic wins abound in gamer circles, for two reasons. First, in the face of

ridiculous challenges, long odds, or great uncertainty, gamers cultivate ex­

treme optimism. They have perfect confidence that even if success isn’t prob­

able, it’s at least possible. So gamers’ efforts to achieve an epic win never feel

pointless or hopeless. Second, gamers aren’t afraid to fail. Failing in a good

Missions Impossible | 249

game is at the very least fun and interesting; it can also be instructive and even

empowering.

Extreme optimism and fun failure mean that gamers are more likely to

put themselves in situations where epic wins can happen—situations where

we take up unlikely missions and surprise ourselves with new awe-inspiring

positive outcomes.

Ideally, the real world would present us with the same kind of intensely

gratifying, save-the-world work flow we get from good games. But in real

life, epic wins can be few and far between. We just don’t have the same kind

of carefully designed opportunities to surprise ourselves with our own super­

powers.

We don’t have an endless stream of opportunities to do something that

matters right now, presented with clear instructions, and finely tuned to our

moment-by-moment capabilities. Without that kind of creative and logistical

support, there’s no easy way to go after epic goals and successfully achieve

them in our everyday lives.

Fortunately, a new genre of games called social participation games is

trying to change that. They’re designed to give players real-world volunteer

tasks that feel as heroic, as satisfying, and—most importantly—as readily

achievable as MMORPG quests. And as a result, a growing number of gamers

are getting their hands dirty doing real-world good—and improving and saving

real lives.

Take my friend Tom. He’s a young math teacher who lives in Portland,

Oregon. He usually gets his epic wins playing Rock Band, or, as he tells me,

“any game where you get to play as Spider-Man or Batman.” But recently, he

started playing a social participation game called The Extraordinaries—and it

has dramatically expanded his sense of his own potential.

THE EXTRAORDINARIES

The Extraordinaries is a Web and mobile phone application designed to help

you do good in your spare time, wherever you happen to be. Created by a team

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of San Francisco–based designers, entrepreneurs, and activists, its primary ob­

jective is to make being heroic in the real world as easy as being heroic in a

virtual world.

The game’s motto is “Got two minutes? Be extraordinary!” Players can log

in to the game from wherever they are and browse a list of “microvolunteer”

missions that they can start and finish in literally just a few minutes. Each

mission helps a real nonprofit organization accomplish one of its goals.

By design, The Extraordinaries’ mission dashboard works almost exactly

like the World of Warcraft log of available quests. You flip through available

opportunities, and every mission you see comes with a story about why it will

help save the world, along with a step-by-step explanation of how to get it

done. There’s never a shortage of important work to be done, and everything

is designed to be doable by anyone willing to make a good-faith effort.

The first time my friend Tom logged in to The Extraordinaries, he imme­

diately found a heroic mission he felt confident he could actually do. The

mission was to use his iPhone to snap a photograph of a special “secret object,”

tag the photo with his current GPS location, and upload it to a database.

The secret object was a defibrillator, or AED—the device used to deliver

a lifesaving shock to thousands of heart attack victims each year. The mission

was designed by First Aid Corps, which is creating a map of every publicly

accessible defibrillator in the world. As the organization explains in its mis­

sion’s instructions:

Each year, more than 200,000 Americans go into cardiac arrest—

and within five minutes, the brain dies. Unfortunately, ambulances

just can’t always get there in time. Only those in the nearby vicin­

ity can respond within that time.

Government buildings, airports, schools, and more are install­

ing defibrillators (shock pads) so that ordinary citizens can save

lives in the event of an emergency. First Aid Corps is building a

map of these devices with The Extraordinaries so that 911 can give

someone a location to run to in the event of an emergency.

Missions Impossible | 251

In other words, if you can find a defibrillator that isn’t on the map yet, and

if you successfully photograph and report it, you can help First Aid Corps

save lives.

With good mission design—a focused task, a clearly defined context for

action, a real window of opportunity—something previously impossible to

achieve, like saving a life, becomes possible. That’s the power of making vol­

unteer work more like a game: players can be empowered to do amazing

things, if their volunteer work is designed like a good quest.

In the First Aid Corps mission, the task of saving a life is presented just like

a World of Warcraft quest. The instructions are straightforward, the reason for

the mission compelling, and the task well within your ability level. If there’s

a defibrillator somewhere you plan to be today, then you can be a superhero

right away. If not, you now have a secret mission everywhere you go, until you

find the brokenhearted logo that is the international symbol for a defibrillator.

The defibrillator that Tom found was in an elevator bank at Portland State

University, where he is completing a graduate degree in math education. “I’ve

looked past it while waiting for the elevator for years,” he told me afterward.

“Suddenly it was relevant, and I was glad to have this random secret info.” Of

course, it wasn’t secret information at all; the defibrillator was in plain public

view. But Tom’s words here reveal just how effective The Extraordinaries’

promise really is: to give you a real chance to feel like a superhero, on a secret

mission to save the world.

After Tom completed his mission, the win was scored on The Extraordinaries’

activity board for every other player to see: “Tom H mapped a defibrillator and

helped to save lives.”

Later, Tom e-mailed me the news. “It was like a lifesaving scavenger hunt,”

he told me. “Inherently awesome. Massive epic win.” The defibrillator mis­

sion was an epic win because, until that morning, Tom had no idea he had

knowledge that could help save a life. He had a secret power he didn’t know

about—and he was given a real opportunity to put that power to use.

What happens next? If Tom’s defibrillator does help save a life, he’ll know.

The First Aid Corps updates its global map with links to news stories about

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each defibrillator’s usage. If “Live Saved” pops up next to your AED location,

then you know that the AED you found really has helped save the day. Right

now, it’s up to players to proactively check the status of their AEDs. But it’s

easy to imagine a platform like The Extraordinaries evolving to push updates

directly to players via text message or social network update whenever their

small act of good helps accomplish something bigger. In that case, the small

yet epic win of discovering and sharing a defibrillator’s location could lead to

an even bigger epic win down the road.

The call to action of The Extraordinaries—“Be extraordinary!”—is really just

another way of saying: Surprise yourself with how much good you can do. Rede­

fine what your best possible outcome for the day could be. It’s not that we don’t

have the ability to do good for others. It’s just that no one has shown us how fast,

easy, and addictive it can be to tackle what feel like missions impossible.

By the fall of 2009, within just a few months of its launch, The Extraordinar­

ies had become a small but growing social network, with more than thirty-three

hundred members who had collectively completed more than twenty-two thou­

sand missions on behalf of more than twenty nonprofit organizations. That’s an

average of seven epic wins per member. Judging from just that statistic alone,

the app clearly isn’t the most addictive experience in the world yet. But it’s

doing extremely important work: it’s showcasing the potential for more epic

wins, every day, for everyone.

Which brings us to our next fix for reality:

A FIX #12: MORE EPIC WINS

Compared with games, reality is unambitious. Games help us

define awe-inspiring goals and tackle seemingly impossible

social missions together.

Why do we need more epic wins in our everyday lives? Right now, as a

planet, we are collectively facing some of the most incredible odds in our his­

Missions Impossible | 253

tory: climate change, global economic crises, food insecurity, geopolitical

instability, and rising rates of depression worldwide. Emphatically, these are

problems that cannot be solved online. They require real-world action, not

just online interaction.

The exciting promise of a project like The Extraordinaries is that we can

do more than pick the brains of gamers.3 We can harness the social participa­

tion of the masses.

Social participation means using more than our minds: it requires throwing

our hearts and our bodies into action. So the challenge that lies ahead is to

design social participation tasks (SPTs) to stand alongside the growing num­

ber of human intelligence tasks (HITs) that currently make up the majority of

online crowdsourcing projects: transcribing and subtitling videos on DotSUB,

for example, analyzing an MP’s receipts in Investigate Your MP’s Expenses, or

even simply evaluating an idea for a new product name as “good” or “bad.”

What these efforts all have in common is that they appeal primarily to our

cognitive, rather than our emotional and social, capabilities.

HITs are, without a doubt, important work, but we are more than just

thinking machines. We are human beings capable of reaching out to others,

feeling empathy, recognizing need, showing up, and making a difference in

someone else’s life. We have social powers, and we can mobilize them for

good—in real-world spaces, not just online spaces. All we need is the right

kind of mission support.

Consider one more mission from The Extraordinaries game—it’s my per­

sonal favorite, the one that made me feel the biggest epic win. This one is a

social participation task for Christel House, an organization dedicated to help­

ing children living in poverty get the education, nutrition, health care, and

mentorship they need to become self-sufficient, contributing members of so­

ciety. And it’s a perfect example of a mission that takes advantage of some of

our key social powers: the ability to empathize, advise, and provide positive

emotional support.

The mission is simple: Write a short text message of good luck to a child

about to take a potentially life-changing standardized test. You can choose

whether to send your message to a child in the United States, Mexico, Ven­

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ezuela, South Africa, or India. Christel House will ensure your online mes­

sage gets into the hands of a real student, in a physical classroom, moments

before he or she takes the test. Nathan Hand, the development associate for

Christel House who helped design this social participation task for The Ex­

traordinaries, explains it this way:

All these kids around the world have at some point, in every coun­

try, some sort of standardized test that they need to pass. Sometimes

it makes or breaks graduation, sometimes it makes or breaks them

getting into the next grade level—it depends on the country— but

no matter where the child is, it’s a lot of pressure, and they spend

their whole life preparing for it. What we’re trying to do is basically

crowdsource the pat on the back.4

I chose to write my good-luck message to a student in India. I shared my

favorite trick: “Before you start the test, smile as wide as you can! If you get

stuck on a hard question, stop, and smile!” I knew from scientific research that

smiling even when you don’t feel like it can actually trigger real feelings of

confidence and optimism.5

As I clicked send, I pictured a young student in India taking my advice. In

that moment, I felt meaningfully connected to another human being I had

hardly any hope of meeting or speaking to otherwise. I had real hope that I

was able to reach out to another person in a time of difficulty and give them

support that mattered. In other words, I had exactly the experience Hand

describes as the goal of the Christel House Extraordinaries mission: “People

literally, in a matter of seconds, can have a meaningful engagement with a kid

in need through us. They have the warm glow, then they remember us, and

they remember those kids, and that’s what it’s about.”6

Before I found this mission, I’d had no intention of trying to help a child

halfway around the world ace an important, potentially life-changing test. It’s

not just that it wasn’t on my to-do list. It wasn’t on my possible to-do list. The

good game design of the Christel House mission changed that: it made it in­

Missions Impossible | 255

credibly easy to play a helpful role in a stranger’s life. It showed me a capacity

to help I didn’t know I had. It gave me goose bumps.

That’s an epic win already, because it changes our perspective of who we

are, how much we care, and what we’re capable of doing for others.

SOCIAL PARTICIPATION GAMES are innovating human potential. They are

augmenting and expanding our capabilities to do good—and revealing our

power to help each other, in the moment, wherever we are.

The Extraordinaries is a perfect example of how epic wins can be inte­

grated into our everyday lives, and how we can generate more participation

bandwidth worldwide. But it’s not the only example—far from it. Let’s take a

look at two more extraordinarily ambitious projects that are attempting to har­

ness the social capacity of crowds: Groundcrew, a mobile people-organizing

platform that allows you to make real-life wishes come true, and Lost Joules,

an online energy conservation game that invites you to make virtual currency

wagers on just how much social good other players can accomplish.

GROUNDCREW—POWERING THE MOBILE

COLLABORATION ECONOMY

The best way to explain the wish-granting Groundcrew project, developed

by Cambridge, Massachusetts–based social entrepreneur Joe Edelman, is by

looking first at the project’s inspiration, one of the best-selling computer

games of all time: the life-simulation game The Sims.

When you play The Sims, your job is to keep your simulated people healthy

and happy. You keep them healthy by tending to their physical needs: feeding

them, putting them to sleep, making sure they shower and use the bathroom

regularly. You keep them happy by fulfilling “wishes.”

As The Sims 3 guide explains, “Sims come up with small wishes each day

that they would love for you to help them fulfill. Fulfilled wishes boost your

Sim’s mood and award Lifetime Happiness points.”7 Sims express their wishes

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to you via the “wish panel,” a kind of head’s-up display that shows you exactly

where each Sim character is, what they want, and how you can get it for them.

For example: “The night sky is beautiful and mysterious. Your Sim wants to

explore the logical patterns of the stars. Use a telescope: Worth +150 happi­

ness points.” The wish panel gave Edelman his breakthrough idea. “Real

people have wishes just like the Sims,” Edelman says. “The problem is, we

just don’t know what those wishes are, or how we can help. What if we could

receive real-time alerts about how to make real people happy?”8

So Edelman started a software company called Citizen Logistics to build

a wish panel for real people. His vision: to make it as easy to satisfy the every­

day wishes of other human beings as it is to improve the lifetime happiness

score of our favorite Sims.

The logistics part would be key, Edelman realized. Right now, it’s not

easy to find out what we can do, in the moment and where we happen to be,

to make someone else’s day. So he set out to create a new system that would

map real-time wishes onto our local environment. The concept has three key

features.

First, a player should be able to log in to the system and see everyone within

walking, public transportation, or driving distance who has a wish at that very

moment. Meanwhile, players with wishes of their own should be able to see a

map of all available “agents” in the area who are up for a quick wish adventure,

and they should be able to push their wish at available players directly, via text

messaging. Finally, the first player to successfully fulfill someone else’s wish in

time should earn reputation points to indicate that they are a trusted wish ful­

filler. This would allow them access to fulfill more challenging wishes over

time. Even better, they could later spend their earned reputation points to

mobilize and reward other players for fulfilling their own wishes.

Edelman wasn’t sure the idea would work, but he believed it was worth

trying—and so he built a test platform and invited friends and colleagues in

the Cambridge area to use it for anything they wanted. To his delight, the idea

did work, and right away. On the first day the system was live, what Edelman

calls Wish #1 was granted. As he tells the story:

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A woman was at a dance rehearsal in a basement somewhere in

Boston. She was completely exhausted, she couldn’t leave rehearsal,

and she was dying for a latte so she could keep dancing. That’s the

wish she posted on Groundcrew: “Help. I need a latte.”

At this exact moment, someone else in Boston is watching the

system. He sees her wish. And he realizes he’s only a few blocks

away from the dancer. It feels like fate. He can do this! He knows

how to order a latte! He can save the day!

Five minutes later, he walks into the basement and declares, “I

have a latte!” as if it were the most important thing in the world.

And it is the most important thing in the world, at that minute, to

that dancer! She is overjoyed. She says it’s the best latte she’s ever

had. He feels like a superhero. All of this all transpires within a

few minutes of the wish alert.9

Okay, so getting someone a latte isn’t exactly the most world-changing

effort you could make.

Or is it?

Edelman likes to tell the latte story, even if it seems like a trivial wish, be­

cause for him it perfectly represents the new kind of epic win that is possible

in a world where more and more people are willing to use their mobile phones

to broadcast where they are and what they need. The win is nothing less than

an augmented human capacity to do good and feel good every single day, by

making better use of each other’s spare time. As Edelman puts it, “We can love

a lot more people when we can make their wishes come true in seconds. . . .

We can love people when we know what they need.”10

This isn’t just a warm, fuzzy fantasy. Edelman is talking about reinventing

our idea of everyday economic systems of give-and-take. “The normal way of

getting a latte is a cold, economic exchange,” he says. “We walk into a café

alone every day, and we give up our hard-earned cash to get it. But this latte

was different. This latte was love. This is about inventing a different way, a

better way, of getting what we need, every day.”11

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A YOUR GROUNDCREW MISSION

“What if real life were more like a game? In recent years, vir­

tual community has gotten easier than physical community.

Computer games provide expertly designed entertainment and

pleasure . . . but when we have to deal with our real lives, we’re

all alone. When will participating in the real world and deal­

ing with real issues be just as adventurous, easy, collaborative,

and fun?

Our definition of community is actual people, in vicinity to

each other, thinking about each other’s needs and helping each

other, in person and on the ground. We want to see a decrease

in loneliness, helplessness, isolation, and needless expense

across America and across the world. We want an increase of

enjoyment, adventure, conviviality, sharing, and mutual support.

We seek to assist the human desires to be available for

one another, to be good to one another, to rejoice in one an­

other, to make good use of our ecological and social re­

sources, and to engage with life in ways that are real, deep, and

unpredictable.”12

—Groundcrew founder Joe Edelman

Imagine for a moment what kinds of needs you might express in the course

of your everyday life: I’m bored. I’m lost. I’m hungry. I’m lonely. I’m nervous.

What could you wish for to fill those daily needs?

I can think of lots of small wishes I would make:

I’m stressed at work and want to play fetch with a dog to help me relax.

Please walk your dog here, now!

I’m flying out of SFO in the morning and I want to read your old copy of

the new Dan Brown book. If you are going to be in Terminal 1 between seven

and eight a.m., please bring it to me!

I’m giving a public talk at the university tomorrow; please come and try to

Missions Impossible | 259

spark a standing ovation at the end of it, because my parents will be in the

audience and I want them to be proud.

None of these wishes would change my life. But they would completely

change my notion of how to get what I want from life—and more importantly,

how to share what I have with others.

Indeed, Groundcrew represents the potential for an entirely new kind of

economy, built around the exchange of three intrinsic rewards: the happiness

that comes from doing good, the thrill that comes from accomplishing a chal­

lenging mission, and the satisfaction of accumulating points that signify some­

thing real and wonderful—your ability to make other people’s wishes come

true, and your future chances at having your own wishes fulfilled.

There’s no inherent limit to this new engagement economy: all three of

these rewards are infinitely renewable resources. And Groundcrew’s original

virtual currency, the PosX (short for “positive experience”) reputation system,

makes it possible, for the first time, to accumulate, quantify, and exchange

these intrinsic rewards.

“The availability of cheap, networked, programmable devices is as big a deal

for human economics as the invention of paper money and coins were,” Edel­

man explains. “It gives us, for the first time, the opportunity to change the rules

of the game, to tune the incentives, and to create much more flex ible access to

resources—including other people—all without creating the huge bureaucra­

cies and informational inefficiencies associated with previous attempts.

“While we continue to argue about capitalism and socialism, for the first

time a third option is really possible. Right now, we have an opportunity to

make things more equitable, more sustainable, more intimate, and also more

beautiful and fun. When incentives match up better with our deep human

desires, life becomes more enjoyable, adventurous, and fulfilling.”13

The more missions you participate in, the more PosX you receive. But that’s

just the start of the economy. Someone who enjoys completing your mission

can also give you PosX for giving them the chance to do something that feels

good. It’s an incredibly smart, radical idea, and it’s derived directly from the

economic model of the game industry. People are happy to pay money—

buying and subscribing to games—for the opportunity to do hard work that is

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intensely rewarding. And a truly sustainable economy of real-world engage­

ment should strive to harness this market for better, more rewarding work.

In Groundcrew, you can be paid in virtual currency for doing good work—

but you can also pay others in that same virtual currency for giving you good

work to do. This will create a market for satisfying social participation tasks. It

will mean many more people trying to design real-world missions that you can

achieve right away, giving you real hope of success, increasing your social

connectivity, and giving meaning to an otherwise boring day. This is pivotal:

we can’t have more epic wins in daily life unless smart people are contributing

good SPTs to our collective save-the-world work flow.

Of course, some wishes are more urgent than others. Groundcrew is cur­

rently working with AARP, the nonprofit organization for Americans over the

age of fifty, to empower agents to “make a difference in the lives of elders near

you.” Groundcrew agents receive SMS and e-mail alerts with special elder­

focused SPTs: help with transportation, grocery shopping, light housekeeping,

or just companionship. Because these missions involve intimate interaction

with a potentially vulnerable population, not just any agent can undertake

these missions—only the most trusted agents (who have racked up enough

PosX and also submit to criminal background checks) are eligible for these

“high-trust” SPTs.

I have to admit—I’m partial to the kinds of intimate exchanges first imag­

ined by Edelman when he invented his real-world wish panel. I think that

improving each other’s daily lives by making small, one-to-one efforts in our

spare time could dramatically improve global quality of life and make more

sustainable, efficient use of our material resources. But Groundcrew is also

a scalable project, capable of harnessing huge crowds for a single wish.

Indeed, since Edelman started developing the Groundcrew platform, he

has evolved his vision, so that players can help fulfill not only individual

wishes, but also organizational goals. Like The Extraordinaries, Groundcrew

has started to partner with existing institutions to find volunteers for a variety

of nonprofit, activist, and political organizing efforts.

Groundcrew’s first crowd mobilization efforts was for Youth Venture, an

organization that encourages young people to take social action and start

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“businesses for good” in their local communities. One signature Youth Ven­

ture initiative, Garden Angels, coordinates efforts to create community gar­

dens, with the goal of distributing the fruits and vegetables grown in them to

people who need it most. Many people know about and support this effort,

but they don’t have an easy way to help. That’s where Groundcrew comes

in—to create an epic win work flow for community gardens.

Garden Angels is using Groundcrew to organize large-crowd events in local

gardens, like soil turning and gleaning, as well as to find volunteers for small,

everyday activities: weeding, watering, and checking on the security of the

gardens. Instead of planning an event and hoping volunteers show up, Youth

Venture can wait for a critical mass of Groundcrew players to signal their

availability for a mission, then throw an impromptu event strategically timed

to harness as much participation as possible. Meanwhile, players don’t have

to schedule their volunteer efforts in advance; they can sign up to receive text

messages when a small task needs to get done in a garden that happens to be

nearby. (Whenever players check in to report their location, the system

searches for nearby tasks.) In testing Groundcrew with projects like Garden

Angels, Edelman reports, they’ve already seen on average “a hundred times

increase in the availability of volunteers for projects.”14

That’s how to increase our collective social participation bandwidth: by

empowering one hundred times as many people to make heroic efforts in their

spare time.

WHETHER WE’RE HELPING individuals or helping big organizations, our no­

tion of how much social engagement we can expect from an ordinary person

increases dramatically when gameful thinking meets smart technology. That’s

why many social participation games are taking advantage not just of good

game design, but also of leading-edge technologies that make it easier to plug

individual action into epic contexts. So far, mobile phones have been at the

forefront of this effort—but they’re not the only way to add epic wins to our

daily lives.

Consider Lost Joules, which promises to be the world’s greenest computer

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game. It helps us get epic wins in our own homes by turning our electricity

meters into game controllers.

LOST JOULES

Imagine it’s Friday afternoon, and I have an important favor to ask of you. For

the good of the planet, you need to try to conserve as much energy as possible

at home this weekend. Turn off your lights earlier, charge your electronics less

frequently, unplug your toaster, hang your clothes on a clothesline instead of

using the dryer. How hard would you try to do me that favor?

Now let’s say I told you that I had a hundred dollars riding on your ability

to reduce your overall energy usage by at least 20 percent this weekend. How

hard would you try to help me win?

Finally, one more scenario. This time, I’ve got a hundred dollars riding

against your ability to reduce your overall energy usage this weekend by

20 percent. How hard would you try to prove me wrong?

I’m not able to bet on your energy usage yet—but when the Lost Joules

game launches, I will be. It’s an online stock market game that lets players

make wagers (in virtual currency) on each other’s real-world energy usage.

Players have a strong motivation to place good bets: if they win the bet, they’ll

be able to spend the virtual currency they earn inside the Lost Joules “virtual

theme park,” which will house a number of FarmVille-type games. The more

energy bets you win, the more powerful and rich your Lost Joules avatar will

become.

The game works with smart meters, home electricity meters that are con­

nected to the Internet. Smart meters allow you to monitor and analyze how

and where your energy is being consumed—they can even calculate exactly

how much each appliance in your house is costing you. Studies have shown

that having this kind of feedback makes it much easier to reduce energy con­

sumption: on average, a smart meter user will be able to decrease his or her

consumption permanently by 10 percent.15 And that’s without friends, family,

and strangers cheering you on, or trying to beat your best effort. Can you

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imagine how much more energy could be saved if using smart meters was

turned into a good game?

Lost Joules is set to find out. The application collects personal smart-meter

data from players and challenges them to achieve concrete, energy-saving

missions. Then it makes that data public to other players—who will place bets

on your ability to achieve energy-saving missions. If they think you can do it,

they’ll bet with you—and if they doubt you, they’ll invest in someone else.

The players who achieve the most missions regularly will become superstars

in the Lost Joules world, generating returns not only for themselves, but also

for everyone who cheers them on.

By creating a sense of urgency, presenting a clear challenge, and adding a

layer of social competition, the game turns what would otherwise feel like an

ordinary, mundane effort to do a bit of good into an extraordinary effort. Sud­

denly, turning off an appliance becomes an epic win, with multiple rewards:

emotional rewards, like more fiero and better social connectivity, and virtual

rewards, in the form of game-world currency.

It’s a very big, very new idea. Lost Joules is seeking to create a sustain­

able engagement economy around what is currently an unsustainable energy

economy. To motivate people to consume less nonrenewable energy, it offers

them the opportunity to consume completely renewable emotional and vir­

tual rewards.

It’s also creating a new way of helping to save the world: by investing our

social attention in people who are doing good. As the game’s cocreator Rich­

ard Dorsey likes to say, “Wouldn’t it be cool if every time we unplugged an

appliance or flipped a switch, somebody noticed?”16 By turning energy sav­

ing into a massively multiplayer experience, Lost Joules takes advantage of

the network effect: it amplifies my private epic wins into spectacular social

achievements.

Of course, many people won’t want their energy consumption to be scru­

tinized and wagered on by the playing public. But given the history of increas­

ing public disclosure on the Internet—from blogs to videos to social network

to real-time status updates—it’s a safe bet that the lure of being lauded in the

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public spotlight will attract plenty of players. And thanks to the game’s two-tier

design, even people not ready to expose their own energy consumption can

help drive energy-saving behavior just by making a virtual investment.

In this way, Lost Joules represents an important design innovation in the

social participation game space. It’s creating two different kinds of equally

important social participation tasks, for people with smart meters and people

without smart meters.

First, and most obviously, players with smart meters can tackle the social

participation task of reducing their energy consumption. This is the core “do­

good” mission of the game. But there’s also the SPT of lavishing our attention

on each other’s good acts. People who don’t have access to smart meters yet

can still play the game, by making wagers on players who do have smart me­

ters. And this is a real contribution to the common good, since it creates social

rewards for the energy savers. Everyone likes to feel valued; Lost Joules uses

virtual currency to help us show just how much we value the world-changing

contributions of others.

So what’s the best-case-scenario outcome for a game like Lost Joules?

Games are a major driver of technology adoption; people are often more will­

ing to try new technologies when there’s a good game attached. And getting

people to try smart-meter technology is increasingly important, as we try to

become more informed, efficient consumers of energy. Smart meters have

been proven remarkably effective at changing our energy consumption behav­

iors for the better. The more people who use them, the better.

In the bigger picture, the real potential of Lost Joules is to demonstrate how

to make better use of the abundant emotional and virtual rewards that games

provide to motivate change-the-world behavior. Right now, it’s easier and

more fun to be a superhero in a video game than it is to help solve real global

problems in everyday life. But social participation games like Lost Joules are

starting to tip the balance: soon, we may find ourselves able to do both at the

same time.

The three projects described in this chapter—The Extraordinaries, Ground­

crew, and Lost Joules—are just starting to unfold. They are all highly specula­

tive, still in development, with modest if any results so far. They are beyond

Missions Impossible | 265

leading edge. They’re bleeding edge: so new, there’s significant risk that they

will fail.

In fact, there’s a very good chance some of them may even wind up being

examples of an epic fail rather than an epic win. But, as any good gamer

knows, failure can be both rewarding and empowering, if you learn from your

mistakes. Testing our potential to do more than we thought possible brings us

closer to achieving it someday. As the familiar saying goes, “Even if you fall

flat on your face, you’re still moving forward.”

Epic wins, when connected to real-world causes, help us discover an abil­

ity to contribute to the common good that we didn’t know we had. They help

us upset other people’s expectations of what is possible for ordinary people to

accomplish in their spare time. And they help us set goals that would have

seemed ludicrous—impossible—before we had so many volunteers so well

equipped to help each other, and so effectively mobilized.

In short, social participation games are turning us into superheroes in our

real lives.

And every superhero needs superpowers.

What kind of superpowers do we need most? Collaboration superpowers—

the kind that enable us to combine forces, amplify each other’s strengths, and

tackle problems at a planetary scale.

C H A P T E R T H I R T E E N

Collaboration Superpowers

By the age of twenty-one, the average young American has spent some­where between two and three thousand hours reading books—and more than ten thousand hours playing computer and video games.1 With each year after 1980 you’re born, these statistics are increasingly likely

to be true.

To put that number in perspective, ten thousand hours is almost exactly

the same amount of time an average American student spends in the class­

room from the moment they start fifth grade all the way through high school

graduation—if they have perfect attendance. In other words, as much time as

they spend learning reading, writing, math, science, history, government, ge­

ography, foreign languages, art, physical education, and so on over the course

of their middle school and high school careers they spend teaching themselves

(and each other) to play computer and video games. And unlike their formal

education, which diffuses their attention across myriad different subjects and

skills, every single gaming hour is concentrated on improving at just one

thing: becoming a better gamer.

With ten thousand hours under their belts by age twenty-one, most of these

Collaboration Superpowers | 267

young people will be more than just good gamers. They’ll be exceptionally

good gamers.

That’s because ten thousand hours of practice before the age of twenty-one,

according to at least one theory, is the number one predictor of extraordinary

success later in life.

Malcolm Gladwell first proposed the ten-thousand-hour theory in his best­

selling book Outliers: The Story of Success. In Outliers, Gladwell reports on

the life stories of high-achieving individuals, from violin virtuosos to all-star

hockey players to Bill Gates, and he finds that they all have one autobio­

graphical fact in common. By the age of twenty, the top performers in any

given field had each accumulated at least ten thousand hours of practice at

the one thing that eventually made them superstars. Meanwhile, the runners­

up—the second tier of successful, but not extraordinarily successful, musi­

cians, athletes, technologists, businesspeople, and so on—had on average

eight thousand or fewer practice hours each.

Natural talent matters, of course, but not as much as practice and prepara­

tion. And, according to Gladwell, ten thousand hours of practice and prepa­

ration appears to be the crucial threshold, marking the difference between

simply being good at something and becoming extraordinary at it.

This means that we are well on our way to creating an entire generation

of virtuoso gamers. Every young person who achieves ten thousand hours of

gaming practice will be capable of extraordinary success in gaming environ­

ments later in life.

It’s potentially an unprecedented human resource: hundreds of millions of

people worldwide who are going to be exceptionally good at the same thing—

whatever it is games make us good at.

Which brings us to the million-dollar question for the future: What, ex­

actly, are gamers getting good at?

I’ve been researching that question for nearly a decade, first as a PhD stu­

dent at the University of California at Berkeley and later as the director of game

research and development at the Institute for the Future. Over the years, it has

become increasingly clear to me that gamers—especially online gamers— are

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exceptionally skilled at one important thing: collaboration. In fact, I believe

online gamers are among the most collaborative people on earth.

Collaboration is a special way of working together. It requires three distinct

kinds of concerted effort: cooperating (acting purposefully toward a common

goal), coordinating (synchronizing efforts and sharing resources), and cocreat­

ing (producing a novel outcome together). This third element, cocreation, is

what sets collaboration apart from other collective efforts: it is a fundamen­

tally generative act. Collaboration isn’t just about achieving a goal or joining

forces; it’s about creating something together that it would be impossible to

create alone.

You can collaborate to create just about anything: a group experience, a

knowledge resource, a work of art. Increasingly, gamers are collaborating to

create all of these outcomes. In fact, they’re collaborating even when they’re

competing against each other to win. More and more, gamers are collaborat­

ing even when they’re playing alone.

It seems counterintuitive: how can you collaborate with someone when

you’re actively opposing them? Or even harder to imagine: how on earth can

you collaborate all by yourself? But in fact, online gamers are increasingly

doing both, thanks to two factors: the fundamentally collaborative aspects of

playing any good game, and new game technologies and design patterns that

support entirely new ways of working together.

The Evolution of Games as a Collaboration Platform

Since ancient times, gaming with others has always required making a con­

certed effort to collaborate. This is true of dice games, card games, chess,

sports, and any other kind of multiplayer game you can think of.

Every multiplayer game begins with a cooperative agreement. Gamers

agree to play by the same rules and to value the same goal. This establishes a

common ground for working together.

Collaboration Superpowers | 269

Games also require us to coordinate attention and participation resources.

Gamers must show up at the same time, in the same mind-set, to play together.

They actively focus their attention on the game, and they agree to ignore

everything else for as long as they’re playing. They practice shared concentra­

tion and synchronized engagement.

Gamers depend on each other to play as hard as they can, because it’s no

fun winning without a challenge. In this way, gamers foster mutual regard.

Out of respect for each other, they put in their best effort, and they fully expect

to encounter a worthy partner or adversary.

Gamers rely on each other at all times to keep the game going, even if it’s

not working out in their favor. Whenever they see a game through to comple­

tion, gamers are honing their ability to honor a collective commitment.

Perhaps most importantly, gamers actively work together to make believe

that the game truly matters. They conspire to give the game real meaning, to

help each other get emotionally caught up in the act of playing, and to reap

the positive rewards of playing a good game. Whether they win or lose, they’re

creating reciprocal rewards.

In short, good games don’t just happen. Gamers work to make them hap­

pen. Any time you play a game with someone else, unless you’re just trying to

spoil the experience, you are actively engaged in highly coordinated, prosocial

behavior. No one forces gamers to play by the rules, to concentrate deeply, to

try their best, to stay in the game, or to act as if they care about the outcome.

They do it voluntarily, for the mutual benefit of everyone playing, because it

makes a better game.

This is true even in games that involve fierce competition. Consider the

origins of the English word “compete”: it comes from the Latin verb competere,

which means “to come together, to strive together” (from com-, or “with,” and

-petere, meaning “to strive, seek”). To compete against someone still requires

coming together with them: to strive toward the same goal, to push each other

to do better, and to participate wholeheartedly in seeing the competition

through to completion.

That’s why today competitive online gamers—even after they’ve been vir­

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tually beaten, bloodied, or blasted by each other—thank each other afterward

by typing or saying “GG,” short for “good game.” It’s a grateful acknowledg­

ment that, regardless of who wins or loses, everyone in a good game has tried

hard, played fair, and worked together. That’s the fundamental act of collabo­

ration at the heart of every good multiplayer game: the active and concerted

creation of a positive experience. Gamers don’t just play a good game. They

make a good game.

In fact, the ability to make a good game together has recently been identi­

fied by researchers as a distinctive human capability—indeed, perhaps the

distinctive human capability. The developmental psychologist Michael To­

masello, author of Why We Cooperate and codirector of the Max Planck In­

stitute for Evolutionary Anthropology in Leipzig, Germany, has spent his

career devising experiments to investigate what kinds of behaviors and skills

set humans apart from other species. His research suggests that the ability to

play complex games together, and to help others learn the rules of a game,

represents the essence of what makes us human—something he calls “shared

intentionality.”2

Shared intentionality, according to Tomasello, is defined as “the ability to

participate with others in collaborative activities with shared goals and inten­

tions.”3 When we have shared intentionality, we actively identify as part of a

group, we deliberately and explicitly agree on a goal, and we can understand

what others expect us to do in order to work toward the goal. Tomasello’s

research reveals that, in comparison with humans, other intelligent social

species like chimpanzees simply do not appear to have shared intentionality.

They don’t have the natural instinct and ability to focus their attention on the

same object, coordinate group activity, assess and reinforce each other’s com­

mitment to the activity, and work toward a common goal.

Without the distinctly human capacity for shared intentionality, we couldn’t

collaborate; we would have no idea how to build common ground, set group

goals, or take collective action. According to Tomasello, children are capable

of shared intentionality at a very early age. His evidence: their natural ability

to play a game with others, and their ability to recognize when someone isn’t

playing the game in a way that favors the group.

Collaboration Superpowers | 271

In one of Tomasello’s key experiments at the Max Planck Institute, children

between the ages of two and three are taught to play a new game together—

either a dice game for the two-year-olds or a building-block game for the three­

year-olds.4 Then a puppet controlled by another experimenter joins the game

and plays it incorrectly, according to its own made-up rules. Tomasello and his

colleagues report that children immediately and universally object to this bad

game behavior and attempt to correct the puppet, in order to keep the game

successfully going—even though they haven’t been instructed to do so. This

behavior was more “vociferous” among the three-year-olds, according to the

published findings, but clearly widespread among the two-year-olds as well. We

are able to make a good game together—and we are inclined to do so from

nearly the moment we are born. We have a hardwired desire and capacity to

cooperate and coordinate our actions with others, to effectively immerse our­

selves in groups, and to actively cocreate positive shared experiences.

And yet this desire can be diminished and our natural abilities weakened

or eventually lost, Michael Tomasello argues, if we grow up in a culture with­

out sufficient opportunities to nurture and develop it.

If we are to achieve our human potential to be extraordinary collaborators,

he urges, we must immerse ourselves in high-collaboration environments—

and we must encourage young people to spend as much time as possible

participating in groups that encourage and value cooperation. Fortunately, as

online and multiplayer games become more and more central to global pop­

ular culture, we have all the encouragement we need to practice our natural

collaboration abilities. Multiplayer and online games strengthen our capacity

to build and exercise shared intentionality.

Every time we agree to play a game together, we are practicing one of the

talents that makes us fundamentally human.

THIS IS NOT to suggest that online gaming today is one giant cooperative uto­

pia. The kill-or-be-killed adrenaline rush of player vs. player environments can

easily overshadow the very real undertones of cooperation and collaboration

that otherwise exist. Graphic violent content, combined with the anonymity of

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the Internet, doesn’t necessarily inspire camaraderie among strangers. That’s

why toxic social interactions can and do erupt in hard-core, or especially com­

petitive, communities, as normally playful gamer behaviors like taunting and

trash-talking get out of hand.

Even in friendlier matches, many gamers care very deeply about whether

or not they win. They’re seeking that fiero moment and wind up feeling disap­

pointed or angry if they lose. In that case, even the fundamentally collabora­

tive spirit of making a good game together can’t completely alleviate the sting

of loss.

Yet despite all these potentially mitigating factors, gamer culture is moving

insistently in the direction of more shared intentionality, not less. For the past

few years, cooperative, or co-op, play and collaborative creation systems have

consistently remained the most celebrated trends in gaming.

In co-op mode, gamers work together to defeat an AI opponent and to

increase each other’s scores, rather than competing against each other. Classic

examples of co-op play include Rock Band and the first-person shooter series

Left 4 Dead. Although there are competitive elements to both games, the

primary focus is on working together to achieve a goal.

Even in game series that have previously specialized in single-player and

player vs. player experiences, co-op mode is becoming more and more central.

The counterterrorist-themed Call of Duty: Modern Warfare 2, the fastest­

selling entertainment product in world history—it grossed $550 million in five

days, more than any book, movie, album, or other game ever produced—has

been particularly praised for its new Spec Ops mode, a series of twenty-three

extremely challenging missions designed to be played cooperatively with a

friend.

The industry’s increased attention to co-op mode represents an extremely

significant development in gaming culture. It’s a recognition that many gam­

ers are happier tackling challenges together than taking on each other as

opponents. Co-op games deliver all the emotional rewards of a good game,

while helping gamers avoid activating the negative emotions that can come

with highly competitive play: feelings of aggression, anger, disappointment,

or humiliation. That’s why it’s not surprising that surveys and polls repeatedly

Collaboration Superpowers | 273

have shown that, on average, three out of four gamers prefer co-op mode to

competitive multiplayer.5

Game developers aren’t just designing more co-op play; they’re also creat­

ing new real-time coordination tools to help us find the right people at the

right time to cooperate with. The Xbox Live platform, for example, enables

players to monitor who else in their social network is logged in to the game

console, what they’re playing at the moment, and what other games they

have in their library to play with you. You can browse your friends’ records of

game achievements and compare them against your own—which helps you

figure out who would make a good partner on a given mission or in a particu­

lar game. You can also receive alerts on your mobile phone or your computer

whenever, for example, a friend logs in to Xbox Live to play a game or he or

she unlocks an achievement. As a result, Xbox gamers have an unusually high

level of awareness of what potential coplayers are doing at any given time,

what they’re good at, and what resources they have to play with. The ambient

awareness dramatically amplifies their ability to coordinate good gameplay.

Meanwhile, in collaborative creation systems, gamers get to create their

own digital content, in order to build up their favorite worlds for the benefit

of other players. Take Little Big Planet for example—it’s one of the most ac­

claimed collaborative creation games released in recent years. In the tra­

ditional “play mode” of the game, you cooperate with up to three friends to

traverse the game world and collect game objects together—stickers, gadgets,

toys, and craft and building materials. At any time, you can switch from play

mode to “create mode”; here you find yourself in a collaborative building

environment called Popit, in which you can design your own original action­

adventure landscapes out of the objects and materials you’ve already collected.

It’s a level-building system that you might call the game-design equivalent of

Google Docs. Multiple people can view and edit the level at the same time;

it can then be shared, or “published,” to the rest of the world.

Within a year, more than 1.3 million player-created levels had been pub­

lished by LBP players. Compare this epic number with the relatively small

number of official LBP levels: forty-five. Collectively, the LBP player base has

dramatically expanded the playable LBP universe by a factor of nearly thirty

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thousand. As one games journalist observed on the one-year anniversary of the

game’s release, “[It] would likely take multiple lifetimes to play through every

single creation out there.”6

The ability to create your own levels and share them with other players was

the signature selling feature of Little Big Planet. But increasingly, successful

game series are offering similar systems as a “value-add,” in order to give players

more explicit collaboration opportunities. For example, Halo 3 introduced the

new Forge system, which invites players to design their own original multi­

player Halo levels, or “maps,” by customizing what weapons, vehicles, and tools

are distributed where. Like LBP’s Popit system, players can upload and share

their custom configurations with each other, and using the Forge tools, it’s

possible to create literally billions and billions of different maps. So instead of

being restricted to a finite number of play environments, the Halo community

can keep the game going, increasing and diversifying the playing challenges

for each other indefinitely.

It’s not easy to design a good world, of course. So alongside the growing

collection of collaborative creation systems, there are also a growing number

of player-created guides to creating better levels and maps. Take, for example,

the Forge Hub, a resource for becoming a better Halo 3 world builder. It offers

extensive tutorials in various mapmaking skills and curates player-created

maps into different collections. It’s a natural extension of the knowledge shar­

ing and collective intelligence culture already taking place on the more than

ten thousand player-created game wikis. Gamers aren’t just making each other

better players; they’re making each other better designers.

But perhaps the most unusual innovation in gamer collaboration culture

in recent years is the notion of the massively single-player online game. It’s

a twist on the traditional massively multiplayer online concept—and, on first

impression, it sounds like an impossible paradox. How can you have a “mas­

sively” single-player experience when by definition a single-player experience

occurs alone?

The inventor of the term is Will Wright, the famed creator of SimCity and

The Sims games. He coined it to describe his 2008 game Spore, a simulation

Collaboration Superpowers | 275

of the universe that invites players to design a galaxy from scratch, starting with

a single-cell creature and evolving it up into a land-dwelling species, then into

tribes, complex civilizations, and ultimately a space-faring, planet-designing

megacivilization.

All Spore gameplay is single-player: an individual controls all the simula­

tion details and conducts all the fighting, mating, crafting, and exploring

alone. There are no other players in the simulated ecosystem; everything in

the world is controlled by artificial intelligence. So what makes it massively

single-player, as opposed to simply single-player? A very large percentage of

the content in each player’s game world—the other creatures you encounter

and the civilizations you visit—has been created by other players who have

contributed them to the online Sporepedia, a massive database of ecosystem

content. When you play Spore online, your computer checks the Sporepedia

for new and interesting content and downloads it into your personal Spore

ecosystem, making your game world a mix of your own original contributions

and those of many, many others.

Although there is no direct interaction with other players, you indirectly

collaborate with each other to invent the Spore universe. You can randomly

populate your world with other players’ creations, or you can handpick cre­

ations you like from the Sporepedia. You can even subscribe to a Sporecast,

which will automatically update your game world with new content created

by your friends or favorite players.

Players use Sporepedia and the Spore forums and wikis to learn what other

players are making and to improve their own creation techniques. They don’t

collaborate in the real-time gameplay, but ultimately the world that players

help design is a collaborative product: a unique combination of each player’s

own creations mingled with content from hundreds, thousands, or even mil­

lions of other players, depending on how far they get in the game and how

much content they choose to download.

A massively single-player game like Spore suggests that epic contexts com­

bined with collaborative production tools and sophisticated content-sharing

platforms can create opportunities for what we might call lightweight, asyn­

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chronous collaboration. It’s less immediately interactive, but it can still pro-

duce extreme-scale results. So far, Spore players from more than thirty

countries have created and shared more than 144 million ecosystem objects,

from creatures to buildings to space-faring vehicles.

OF COURSE, collaboration skills are on the rise around the world among non­

gamers as well. From widespread basic Internet literacy and mobile technol­

ogy smarts to rapidly expanding Web 2.0 and crowdsourcing know-how, people

everywhere are becoming increasingly connected and improving their ability

to cooperate, coordinate, and create together in many important ways. In this

sense, gamers are just part of a larger social and technological trend toward

more collaboration.

But gamers are having so much fun developing their collaboration skills,

they’re collectively spending more time than anyone else in the world honing

and applying them. Every day and night, hundreds of millions of strangers

from all over the world come together to prototype and playtest new ways of

collaborating. The more they play together, and the closer they get to ten

thousand hours of practice collaborating, the more justifiably optimistic they

become about what they can accomplish together—and so they demand even

more extreme collaboration challenges. And because gamers have developed

such a growing appetite for collaboration at extreme scales, they’ve pushed

the gaming industry to develop software and platforms that increasingly em­

phasize collaboration as a central gameplay mechanism.

As a result of the industry’s relentless focus on innovating new ways to coop­

erate, coordinate, and cocreate, many online gamers are developing a new set

of collaboration superpowers that transcend what they—and nongamers—are

capable of doing in real-world, or nongame, environments. These gamers are

on the front lines of testing and improving the ways we organize ourselves,

amplify each other’s individual abilities, and contribute to the common good.

Which gives us another fix for reality:

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A FIX #13: TEN THOUSAND HOURS COLLABORATING

Compared with games, reality is disorganized and divided.

Games help us make a more concerted effort—and over time,

they give us collaboration superpowers.

What do I mean by collaboration superpowers?

A superpower is not just a new skill. It’s a skill that so far surpasses any

previously demonstrated skill, and it effectively changes our notion of what is

humanly possible.

The term “superpower” suggests that something is happening outside the

traditional model of learning and skill acquisition. Typically, we think of prac­

tice as moving us from a zero-skill level to basic competency and then, if we

keep practicing, to proficiency and ultimately to mastery. But mastery pre­

sumes that there is some finite end to the skill level it is possible to achieve. So

why stop at mastery? The term “superpower” reminds us that we are on the

threshold of a new kind of capability, one that has not yet been mastered by

anyone, anywhere. There’s no telling yet how far these new capabilities will

develop.

What, exactly, do these new capabilities look like?

In my research at the Institute for the Future, I’ve developed a model of

how someone with collaboration superpowers works. It involves three key new

skills and abilities.

Extraordinary collaborators are extremely extroverted or outgoing in a net­

work environment—even if they’re introverted or shy in face-to-face settings.

They have what I call a high ping quotient, or high PQ. (In tech speak, a

“ping” is a computer network tool that sends a message from one computer

to another in order to check whether it is reachable and active. If it is, it will

send back the message “pong,” thus establishing an active line of communica­

tion.) Extraordinary collaborators have no qualms about pinging—or reaching

out via electronic means—to others to ask for their participation. They’re also

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highly likely to pong back when other people ping them. That’s what makes

a high ping quotient a form of social capital.

Of course, it helps to have a good sensibility about who to ping when.

(Otherwise, you become a participation spammer.) That’s why extraordinary

collaborators develop a kind of internal collaboration radar, or sixth sense,

about who would make the best collaborators on a particular task or mission.

This sixth sense comes from building up a very strong social network and

maintaining a kind of peripheral awareness of what other people are doing,

where they are, and what they’re getting good at. And it’s not just an internal

system: collaboration radar is often augmented with “ambient information

systems,” like Twitter lists, the Xbox 360 friends dashboard, or the Ground­

crew volunteer availability system. The stronger your collaboration radar, the

faster you can leverage individuals’ abilities toward the right effort.

Finally, the most extraordinary collaborators in the world exercise a super­

power I call emergensight. It’s the ability to thrive in a chaotic collaborative

environment. The bigger and more distributed a collaborative effort gets, the

more likely it is to become both chaotic and hard to predict. We know this

from physics and systems theory: bigger isn’t more; it’s different. That’s the

principle of emergence. It’s impossible to predict what will happen at scale

until you get there, and it’s likely to be vastly more complex than you expected.

Of course, with increased complexity comes increased potential for chaos.

Extraordinary collaborators are adept and comfortable working within

complex, chaotic systems. They don’t mind messiness or uncertainty. They

immerse themselves in the flow of the work and keep a high-level perspective

rather than getting lost in the weeds. They have the information stamina to

filter large amounts of noise and remain focused on signals that are meaning­

ful to their work. And they practice possibility scanning: always remaining

open and alert to unplanned opportunities and surprising insights—especially

at bigger scales. They are willing to bypass or throw out old goals if a more

achievable or a more epic goal presents itself. And they are constantly zoom­

ing out to construct a much bigger picture: finding ways to extend collabora­

tive efforts to new communities, over longer time cycles and toward more

epic goals.

Collaboration Superpowers | 279

These three ways of working make up what I consider to be the most im­

portant attributes of an extraordinary collaborator. Together, these traits en-

able us to discover and contribute our individual strengths and expertise to a

large, open-ended effort.

These collaboration superpowers aren’t widely distributed yet. They’re con­

centrated among gamers who, for the past decade, have consistently played

the games that have been on the leading edge of co-op, collective intelligence,

and collaborative production. But, obviously, these collaboration superpowers

would be extremely useful outside of game settings. They could be applied to

tremendous effect across many different real-world domains: data collection

and analysis, social action, risk assessment, scientific research, innovation of

new products and services, and government, to name just a few.

Indeed, if these collaboration superpowers become sufficiently widespread,

it’s easy to imagine a future in which there is significantly more collective effort

harnessed toward solving extreme-scale problems, like ending poverty, prevent­

ing catastrophic climate change, reducing terrorist activity, and improving

global health. But before we can use these superpowers to solve real-world

problems, we need to distribute them more broadly throughout society. Col­

laboration is most effective when there are diverse actors. We need to put

these collaboration superpowers in the hands of as many people as possible—

especially young people, who represent the next generation of social actors and

problem solvers.

That’s why, in my commercial game-design work, I am always drawn to

projects that can serve as learning environments for collaboration superpow­

ers. I think of these projects as global collaboration laboratories, or collabora-

tories: online spaces for young people from around the world to come together

and test and develop their ability to cooperate, coordinate, and cocreate at epic

scales.

The best way to understand the modus operandi of extraordinary collabora-

tors is in the context of a real working collaboratory. So let’s take a look at The

Lost Ring, an alternate reality game that I designed for the 2008 Summer

Olympic Games in Beijing.

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THE LOST RING—A COLLABORATORY

FOR PRACTICING NEW SUPERPOWERS

The Olympic Games are broken. That’s what I thought to myself in the sum­

mer of 2007 when I was first invited to direct an alternate reality game for the

2008 Summer Olympic Games in Beijing.

For 99.99 percent of the world, I thought to myself, the Olympics are all

spectacle, a vicarious thrill at best. There’s no real participation. No active

engagement. We watch the games, but we don’t actually get to play.

It wasn’t supposed to be that way. The Olympic mission, after all, is to bring

the world together through play. The Olympics are also meant to create global

community. But even the biggest Olympic fans have virtually no interaction

with other people from around the world during the games. We’re not physi­

cally at the Olympic Village, where the many elite athletes congregate. In­

stead, we’re at home watching the games on television. How can we expect to

bring the world together through the Olympic Games if 99.99 percent of the

world doesn’t get to actually play?

This wouldn’t have bothered me that much if I didn’t actually believe in the

Olympic mission. The modern Olympics are the best-known and longest- lasting

effort to use games as a platform for establishing common ground, focusing

global attention, fostering mutual regard, and creating global community. I

couldn’t imagine a better context than the Olympics for trying to build a global

collaboratory.

That’s when it occurred to me: could the Olympic tradition of bringing

the world together for an intense period of play be extended from athletes to

gamers?

If so, it would represent an ideal opportunity to give the growing generation

of virtuoso gamers a chance to demonstrate their extraordinary talents to the

world. Just like the world’s greatest athletes, our best global gamers could show

us collaborative feats previously unthinkable. They could inspire us all to push

the limits of our own collaboration powers.

So, as early anticipation for the Olympics mounted a year in advance of

the 2008 Beijing games, I accepted an invitation from McDonald’s, a global

Collaboration Superpowers | 281

Olympic sponsor, and the International Olympic Committee to join the ef­

forts of a leading digital creative agency in San Francisco, AKQA. Our shared

objective was to create an online game that would give young adults around

the world an opportunity to collaborate at a scale as awe-inspiring as the mod­

ern Olympic Games themselves. Together, we spent an entire year working

with a creative development team of more than fifty people to help computer

and video gamers turn the 2008 Summer Olympics into a game that they

could play, a collaborative effort that they could undertake.

This is the story of The Lost Ring and how it reinvented the reality of the

Olympic Games.

Most of you listening to this podcast will not believe the story I am

about to tell you. How is it possible, you will ask, that the greatest

sport of all time has been forgotten for almost 2,000 years? I’m Eli

Hunt, and this is the legend of the Lost Sport of Olympia.

—from the Secrets of the Ancient Games podcast

series, posted online February 24, 2008

The Ancient Greeks banned it, but we’re playing it anyway!

—from an invitation to a Lost Sport of Olympia

training event held in San Francisco, April 15, 2008

On February 24, 2008, a fictional character by the name of Eli Hunt

launched a real podcast series called Secrets of the Ancient Games. The series

was promoted by the International Olympic Committee on the home page of

its highly trafficked website with the tag line “Investigate Olympic mysteries

and learn about the history of the earliest games!” Visitors to Hunt’s site discov­

ered that the podcast series focused on the so-called Lost Sport of Olympia—a

blindfold game that Hunt, an amateur archaeologist, believed the ancient

Greeks had mysteriously banned from their Olympics before attempting to

destroy all evidence that the game had ever existed.

Was the story of the Lost Sport of Olympia just an ancient urban legend?

To prove otherwise, Hunt presented three compelling pieces of evidence: an

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ancient Greek pottery shard that depicted naked blindfolded runners; a de­

faced stone tablet dated to 530 BC and inscribed with training instructions for

an Olympic sport requiring an odd combination of athletic skills—“trust, en­

durance, spatial memory, and orienteering”; and a twenty-one-hundred-year­

old victory plaque for an ancient Olympic champion named Demetros—a

name historians had never seen referenced on any other surviving Olympic

artifacts. Even more mysteriously, the victory plaque called the unknown

Olympian the “champion of la paigna megas”—the most important game.

Artist’s illustration of the fictional “Pyron’s shard,” which in the story of The Lost Ring dates to 740 BC and is said

to have depicted blindfolded Olympic athletes. (AKQA, 2008)

If the blindfold game really was the most important ancient Olympic event,

then why had historians never heard of it before? Hunt left his viewers with

the following challenge:

Was there really ever a lost sport? If so, how was it played? And

why was it considered the most important of all ancient games? If

the lost sport indeed existed, we can only assume that the ancient

Collaboration Superpowers | 283

Greeks themselves conspired to hide it from the rest of the world.

But what would make them go to such lengths to conceal it? Even

with my new research, it is difficult to accept that everything we

think we know about the ancient Olympics may be wrong. But if

I am right, and if the Greeks did hide the truth, then perhaps there

are more clues out there for those of us who look closely enough . . .

Within twenty-four hours, a community of online gamers and bloggers

caught wind of the lost-sport mystery and immediately took Hunt up on his

challenge. They didn’t necessarily believe his evidence—but they could sense

that some kind of interesting game was afoot. And because Hunt subtitled his

podcasts in seven different languages—English, French, German, Spanish,

Portuguese, Japanese, and Mandarin—these gamers were from all over the

world. Using a variety of translation tools to talk to each other, the gamers

created a discussion forum, set up a chat room, assembled a wiki, and started

e-mailing Hunt for more information. They were determined to get to the

bottom of the mystery of the Lost Sport of Olympia.

The gamers followed a trail of clues from Hunt’s online podcast to other

blogs and websites, which created a vast web of real historical information and

urban legend, and then finally to the real world, where over the span of just

six short weeks they discovered twenty-seven physical artifacts: pages of a mys­

terious illustrated text called the Lost Ring Codex. Each page contained more

information about the rules and the purpose of the lost sport. These pages,

dated to 1920, were scattered across twenty-seven countries on five continents.

The text was written in the universal language Esperanto and apparently had

been created and hidden by an earlier generation of lost-sport investigators

who had ultimately failed in their efforts to revive the ancient game.

How did they find these hidden artifacts? First they learned a real ancient

Greek navigational shorthand known as “omphalos code,” the subject of Eli

Hunt’s second podcast. Next, they worked together on a wiki to translate a set

of twenty-seven omphalos codes into modern-day GPS coordinates. Then they

called in favors from members of their social networks, who called in favors

from members of their social networks, to find people willing to recover the

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pages of the codex in these far-flung real-world locations, from a bookstore in

Johannesburg to a hostel in Rio de Janeiro to an art gallery in Bangalore.

As each page was recovered, players volunteered to translate them out

of Esperanto into eight different languages—the game’s original seven, plus

Dutch, since a sizable contingent of players had formed in the Netherlands—

and the gamers were thus able to create a new and complete record of the

Lost Sport of Olympia for people all over the world.

The translated codex revealed, among other things, that the ancient game

was officially called The Human Labyrinth, but nicknamed The Lost Ring.

Piece by piece, players learned that it was a team sport for sixteen players: one

blindfolded runner and fifteen “wall members.” The wall members used their

bodies to create a human-size labyrinth by standing on string laid out in the

shape of an ancient Cretan maze. The runner, unable to see or feel his or her

way, would try to escape from the center of the labyrinth as fast as possible,

while the wall members hummed to help guide the runner. The official maze

dimensions ensured that the teams never had enough members to cover

the entire wall at any given time; instead, they would have to race ahead of

the runner to create more wall before the runner reached that part of the

labyrinth. Each labyrinth team competed against other labyrinth teams to get

their runner out the fastest.

So what did the gamers do once they had solved the mystery of the ancient

Olympic event? They did what any true gamers would do: they started to play

it. And they committed to bringing back the lost sport in time for the real 2008

Summer Olympics. Teams formed across the world: in Singapore, Tokyo,

Bangkok, and Shanghai; in London, Paris, Zurich, and Vienna; in San Fran­

cisco, Portland, New York, and Dallas; in Buenos Aires and São Paolo; in

Johannesburg and in Cape Town; in Sydney, Melbourne, and Wellington.

Every weekend for several months, gamers gathered in different cities to

revive the Lost Sport of Olympia and master the blindfolded labyrinth race.

They uploaded hundreds of training videos to YouTube and added thousand

of training photos to Flickr in order to show off how good they were getting,

to teach other people how to play, and to trade strategies with other lost-sport

athletes.

Collaboration Superpowers | 285

The teams got faster and faster as they developed better teamwork and tried

out more and more complex strategies. Soon, each weekend a new world record

was being set somewhere—Vienna this week, New York City another, Shanghai

the next. The U.S. Olympic champion runner Edwin Moses volunteered to

serve as the online virtual coach of the lost-sport athletes, sending weekly advice

by e-mail and in online chats. Collectively, the lost-sport athletes worldwide

egged each other on, improving their best times from an average of three min­

utes and thirty seconds per race when they started training to an average of

fifty-nine seconds per race by summer’s end, with a world’s best of thirty-eight

seconds.

A New Zealand lost-sport team posts a training video online. (Still from video by Joshua Judkins, 2008)

On August 24, 2008, the closing day of the 2008 Summer Olympic Games,

six months after Eli Hunt had uploaded his first podcast, one hundred of the

world’s best computer gamers put their lost-sport knowledge to the test. The

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six best human labyrinth teams in the world assembled in Beijing, San Fran­

cisco, Salvador da Bahia, London, Tokyo, and Wellington to compete in their

own self-organized world championships. As the final medal counts were tal­

lied for the real Olympic Games, these gamers-turned-athletes competed

against each other for honorary gold (Tokyo), silver (San Francisco), and

bronze (Wellington) medals in the Lost-Sport Olympics.

Those are just some of the highlights of The Lost Ring, an alternate reality

game that took a full year to develop and another six months to play, eventu­

ally creating a player community made up of citizens from more than one

hundred countries on six continents: 28 percent from North America, 25

percent from Europe, 18 percent from the Asia-Pacific region, 13 percent

from Latin America, 9 percent from Oceania, and smaller clusters in areas

such as Dubai, Israel, and South Africa. More than a quarter of a million

gamers participated, and the most active participants—the core team of puz­

zle solvers, translators, social engineers, researchers, and athletes—numbered

above ten thousand—just as many members as the community of official 2008

Olympic athletes. Together, those alternate reality Olympians created a new

history of the games for an online audience of more than 2.9 million.7

FOR MCDONALD’S and AKQA, The Lost Ring was innovative marketing. In­

stead of delivering a typical television commercial about McDonald’s support

for the Olympics, they would create a branded game that gave players an op­

portunity to become actively immersed in the Olympics. For the International

Olympic Committee, it was a chance to help make a long-standing tradition

more relevant to the gamer generation.

For me, it was an opportunity to create a world-class global collaboratory.

That’s why every element of The Lost Ring was designed to challenge players

to practice extraordinary cooperation, coordination, and cocreation.

To inspire global cooperation, we used the strategy of massively distributing

game content in different languages, on localized Web communities, and

across far-flung real-world geographic locations in order to make it impossible

for any single country, let alone a single player, to experience the game alone.

Collaboration Superpowers | 287

Key online game clues were hidden on regional websites and social net­

works—for example, the social network Hi5, which is popular in Argentina;

the video-sharing site 6rooms, which is popular in China; and Skyrock, a

popular blogging community in France. And, of course, physical game objects

were hidden in virtually every corner of the world. None of these clues or

objects was redundant; each added an important piece of information to the

history of the lost sport. Players therefore needed to work together to collect

everything and translate it for other players. To do so, they had to radically

expand their collaboration horizons, pinging their way through multiple levels

of extended social networks to find people capable of showing up at the right

place and the right time, or translating one language into another, so some­

one else could accomplish the next step in the chain that would lead them to

their goal.

We also adopted the strategy of telling what gamers call a “chaotic story.”8

Instead of presenting players with a single means of consuming the game story,

we broke it into thousands of pieces like a jigsaw puzzle and then diffused it

across many different media platforms: podcasts and blog posts; videos and

online photographs; e-mails and Twitter posts from game characters; even live

instant message conversations and face-to-face interactions with characters

portrayed by “game masters.” This kind of chaotic storytelling mode forces

players to actively make sense of the game content for themselves and for each

other, using collective intelligence skills and collaborative authoring plat­

forms. Until players put a chaotic story together, it doesn’t really exist—it’s just

a web of evidence, the raw materials for a story. It’s up to the players to do the

actual final storytelling, which typically occurs on a wiki that ultimately rep­

resents an “official” story of the game.

In the case of The Lost Ring, the players pieced together the chaotic story

and worked through the translation challenges primarily on a special Find the

Lost Ring wiki they created. By the end of the game, it contained a total of

730 audio, video, and image files, as well as 943 articles—all created by play-

ers. The site’s user-created pages included the Timeline, a detailed record of

every major discovery and event during the six-month game; the Codex, a

compilation of high-resolution scans of the twenty-seven manuscript pages

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found around the world, accompanied by their translation into nine additional

languages; and Labyrinth Training Reports, where best times, videos, and

other details of significant training events were recorded.

Of course, beyond the chaotic storytelling, the lost sport itself was designed

to require intense collaboration. The rules of the game were cooperative—and

they ensured that players would train locally as a team to improve their col­

lective performance as a group, as opposed to competing locally with other

athletes. For teams who became good at the game, the synchronized move­

ment would provide a collective experience of flow similar to group dancing.

And as in all of my live-action games, I snuck in some oxytocin-releasing

touch—the wall members joining hands or gripping each other’s shoulders—

in order to strengthen the players’ cooperative bonds. By making the human

labyrinth together, they would be engaged in cocreating a peak experience.

But beyond the rules of the sport, what really required intense cooperative

effort and coordination was the simple fact that no one had ever played this

human labyrinth sport before. No one would know the rules and no one

would be any good at it yet. Together, the participants would have to bootstrap

their way to mastering the sport. They would have to work together as a global

network to discover—to invent—the ins and outs of the sport for the very first

time, to teach each other their best tricks, and to spread the secrets of the game

online to as many people as possible. Players started scheduling their training

sessions to maximize the number of time zones that could participate at the

same time in normal waking hours. They spontaneously decided to stream

video of their training sessions live via cell phone networks so that other cities’

teams could watch and learn. These were extraordinary acts of coordination.

Finally, mass collaboration works only when everyone in the “mass” has

something useful to contribute. Everyone needs to be given an opportunity to

contribute from a position of personal strength—who they are and what they

do best. So as I developed The Lost Ring as a collaboratory, one of my primary

goals was to pioneer a system for helping players identify their own signature

strengths, in order to help guide them to the kinds of contributions they could

most effectively make in the game. That’s why one of the centerpieces of the

Lost Ring Codex was the legend of six ancient strengths, each named for an

Collaboration Superpowers | 289

ancient Greek virtue, and each describing a distinctive way of contributing

value to a group:

• Sofia: I bring wisdom, creativity, and cleverness to our mission. I

am one of the knowledge seekers.

• Thumos: I bring courage, energy, and determination to our mis­

sion. I am one of the adventurers.

• Chariton: I bring heart, humanity, and charm to our mission. I am

one of the connectors.

• Dikaiosune: I bring leadership, direction, and focus to our mis­

sion. I am one of the pilots.

• Sophrosune: I bring balance, self-control, and an open mind to our

mission. I am one of the advisors.

• Mythopoeia: I bring optimism, vision, and artistry to our mission.

I am one of the truth finders.

The codex included a twelve-question test to help you identify your pri­

mary and secondary signature strength. Players would choose from sets of

statements the one that described them best. For example:

• I am an original thinker.

• I prefer to lead a life of adventure.

• I enjoy helping others.

And:

• I like being in charge.

• I am a fair and honest person.

• I always see the beauty around me.

(These choices respond to sofia, thumos, chariton, dikaiosune, sophrosune,

and mythopoeia, respectively.)

Although the game presented these six strengths as a kind of ancient lore,

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in fact they are drawn directly from seminal positive-psychology research.

In 2004, researchers Martin Seligman and Christopher Peterson published

Character Strengths and Virtues, a manual with twenty-four such catego­

ries, divided into six groups: wisdom and knowledge—cognitive strengths that

entail the acquisition and use of knowledge; courage—emotional strengths

that involve the exercise of will to accomplish goals in the face of oppo­

sition, external or internal; humanity—interpersonal strengths that involve

tending to and befriending others; justice—civic strengths that underlie

healthy community life; temperance—strengths that protect against excess;

and transcendence— strengths that forge connections to the larger universe

and provide meaning.9

Together with the Values in Action (VIA) Institute on Character, Seligman

and Peterson devised a 240-question inventory for measuring the positive emo­

tional strengths that contribute to our success and well-being in life.10 The

goal of the inventory is “to help people evolve toward their highest potential,”

and it’s the most scientifically validated test of personal character in the world.

Yet many people have never heard of it, let alone taken it.

I wanted players to be able to find their signature strengths as members of

the Lost Ring community because I believe that this positive-psychology re­

source can play an important role in creating ways for large numbers of people

to contribute to a collaborative effort. So I modeled our ancient-strengths

questionnaire on an abbreviated version of the official VIA inventory of

strengths. My Olympic-themed twelve-question survey wasn’t scientifically

validated—and it didn’t dive deep into the twenty-four strengths, just the six

higher-order categories. But, as a first introduction to the strengths, I thought

it would serve a powerful purpose: to help players start to identify their col­

laboration strengths and practice putting them to use in the Lost Ring mission.

Once they had completed the ancient-strengths test and had determined

their primary and secondary strengths, players were invited to post strength

badges on their social network pages, declaring, for example, “I am Sofia,”

with a description of what that meant. These badges became a visual cue for

other players to start keeping track of others’ strengths—in other words, they

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were building up their collaboration radar. Eli Hunt and other game charac­

ters then began giving players game missions based on their strengths: for

example, the brainy sofia players were challenged to research little-known

facts about other games that really had been banned from the ancient Olym­

pics, while the adventurous thumos players were given the task of going out

into the real world to hunt down the physical artifacts, and the highly social

chariton players were encouraged to be the social engineers of the game and

figure out how to extend the social network of the Lost Ring community.

Even the lost sport itself had special roles for every kind of strength to play:

• Sofia: You are the best engineers. Study the labyrinth plans—and

arrive early to design and build the labyrinth.

• Thumos: You make the fastest runners. Get blindfolded and go

for it!

• Chariton: You are the best coaches. Cheer on your team and trash­

talk others.

• Dikaiosune: You make the best captains. Keep your team strong

and focused on getting faster. Keep your wall coordinated and

working together!

• Sophrosune: You make the best referees. Make sure everyone fol­

lows the rules. Keep time of the best scores.

• Mythopoeia: You tell the best stories. Take film and video of the

game! And spread news of the best times from other cities—help

your local team keep up-to-date on how the rest of the world is

training.

For players trying to recruit more athletes to participate in the lost-sport

training events, and to engage the crowds of people who showed up to play

but hadn’t been following the online story, the strengths test and assignments

proved an excellent resource. It helped the experienced players give prospec­

tive players a meaningful way to contribute right away. It gave them a tool for

directing new players to areas in which they were likely to experience success

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and reap intrinsic reward—and it made sure that not one single potential

contributor would find himself or herself without a satisfying task.

As Seligman and Peterson have often pointed out, we seem to be happiest

when we are putting our signature strengths to good use in a group setting.

The best evidence I’ve seen for this argument is when I watched Lost Ring

players eagerly adopt their ancient-strength roles and perform them both on­

line and in person as they brought the lost sport to life.

When we first launched The Lost Ring, we did not know where it would

go. We gave the players the raw materials for staging their own collaborative

effort—a series of online urban legends and mysterious physical documents

that suggested the potential to revive a lost Olympic sport—but would they do

it? And if so, how?

We were confident we could bring together a global community with our

chaotic, multilingual narrative. But would the community actually bring the

lost sport back to life? Would they invent their own ways to get not just good

at the sport, but Olympic-athlete good at it? When planning the game, we had

playtested the lost sport only a few times, mostly with the creative team for the

project, and collectively we were very slow and very bad at it. We never imag­

ined the athletic feats that our players eventually made themselves capable

of—indeed, no one had ever imagined such a feat until the players undertook

it. The lost sport had never really existed—and it never would have, either, if

not for the concerted effort of the global gamers.

Edwin Moses, a real gold medal–winning Olympic athlete and multiple

world-record setter in the 400 meter hurdles, sat down with our creative team

to watch videos of the best players on each continent. He seemed genuinely

impressed with the teams’ performance and crafted individual video messages

of support for each team. Later he answered players’ questions in a streaming

online broadcast, giving serious advice to them about how to best prepare for

a gold-medal event. Eventually, he joined us at sunrise on the Great Wall of

China, one of the official Olympic event sites, to coach in person the Beijing

lost-sport team in our alternate reality gold-medal race. When we had first

conceived of a blindfolded human labyrinth race, I never would have im­

agined that our players would take the game to such a level of athletic ex­

Collaboration Superpowers | 293

cellence, or that we would be able to genuinely engage and impress a real

Olympic champion with the sport. But we did—thanks to the players’ col­

laborative efforts.

In the end, our players produced two extraordinary collaborative results: a

complete, extensive history of the ancient lost sport and its modern day revival

on the Find the Lost Ring wiki—a 943-page multimedia document coau­

thored by more than a thousand of the game’s leading players—and a com­

munity of athletes that made and raced labyrinths as if they had spent their

entire lives (and not just six months) training for it. This was an act of true

emergensight on the part of the players. From the complex, chaotic environ-

ment of Eli Hunt’s legends and the scattered mysteries of the codex, they saw

the opportunity to forge a clear, collaborative path together: to create an epic

work of alternate reality history, and to stage this awe-inspiring six-continent

spectacle. As a result, I count the lead players of The Lost Ring—particularly

the thousand most active players who took ownership of the wiki and coordi­

nated the months-long training in the lost sport—among the true collabora­

tion virtuosos of their generation.

We are all born with the potential to develop collaboration superpowers.

Scientific research shows that we have both the ability and the desire from

early childhood to cooperate, to coordinate activity, and to strengthen group

bonds—in other words, to make a good game together. But this potential can

be lost if we don’t expend enough effort practicing collaboration.

Fortunately, we have many collaboratories for doing so already. In addition

to global alternate reality games like The Lost Ring, any good online game

with co-op mode, collaborative production opportunities, and a thriving Wikia

culture, for example, provides the perfect opportunity to practice collabora­

tion superpowers. And thanks to the increasing availability of good games

worldwide, we will have more and more opportunities than ever before to

develop these superpowers.

This is increasingly true even in developing countries, which traditionally

have had limited access to leading-edge online games and game platforms.

Today, game developers are creating online game platforms specifically for

the technology constraints of emerging technology markets like India, Brazil,

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and China. For example, the lower-priced game console Zeebo, which de-

scribes itself as “the video game console for the next billion,” connects low­

energy-demand gamer consoles via mobile phone networks rather than

broadband Internet. Meanwhile, networked games are being developed for

the mobile phones that are ubiquitous even in the most isolated villages across

Africa.

As the game industry continues to emphasize co-op, collective intelligence,

and collaborative production modes of play, collaboration superpowers will

spread more widely throughout gamer culture. And as more and more people

start to think of themselves as gamers—perhaps in no small part because they

want to develop their own collaboration superpowers—these extraordinary new

skills and abilities will become ordinary—the norm rather than the exception.

So what can we do with the collaboration superpowers we develop over the

next decade and beyond? One of the first epic goals for gamers worldwide may

be simply to survive the twenty-first century.

In their 2006 book Wikinomics, the breakthrough manual for extreme-scale

collaboration in the real world, Don Tapscott and Anthony Williams famously

implored: “We must collaborate or perish—across borders, cultures, disciplines,

and firms, and increasingly with masses of people at one time.”11

“Collaborate or perish” is perhaps the single most urgent rallying cry for

our times. The ability to collaborate at extreme scales isn’t just a competitive

advantage in business or in life anymore. Increasingly, it’s a survival impera­

tive for the human race. As the Wikinomics authors suggested several years

later in an updated preface to the book, “The killer application for mass col­

laboration may be saving the planet, literally.”12

A killer application is a program so valuable, it proves the core value of the

larger system and drives massive amounts of people to adopt it; e-mail, for in­

stance, was considered the killer app for home Internet access. I believe whole­

heartedly that the core value of developing our collaboration superpowers will

be proven by games that help gamers save the real world—by changing how

we consume energy, how we feed ourselves, how we create better health,

how we govern ourselves, how we conceive of new businesses, and how we

take care of each other and the environment.

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But these fundamental changes don’t happen overnight—surviving the

twenty-first century together will require us to adopt longer horizons of think­

ing, acting, and collaborating. We need to play games that stretch our collec­

tive commitment months, years, or even decades ahead.

We need to start playing with the future.

C H A P T E R F O U R T E E N

Saving the Real World Together

We are living in a geological era that scientists dub the “anthropocene epoch,” from the Greek anthropo-, for “human,” and -cene, for “new” or “recent.” It’s the age of human impact on the earth. Our impact is measurable in myriad ways: increasing levels of carbon di­

oxide in the atmosphere, deforestation and continental erosion, a rising sea

level. We may not have set out to remake the planet in any of these ways—but

we have nonetheless. And now we must learn better ways of remaking it, this

time with intention, discipline, and purpose.

As Steward Brand, author of Whole Earth Discipline, puts it, “Humanity is

now stuck with a planet stewardship role. . . . We are as gods and have to get

good at it.”1

Brand is perhaps best known as the founder of the Whole Earth Catalog, a

countercultural catalog of “tools and ideas to shape the environment” pub­

lished from 1968 to 1972. (When he launched that catalog, he wrote, “We are

as gods and might as well get good at it.”)2 In 1996 he cofounded the Long

Now Foundation, a San Francisco–based foundation dedicated to long-term

thinking and responsibility—for the earth, and for the survival of the human

species—over the next ten thousand years and beyond. If we want to stay on

Saving the Real World Together | 297

this planet for anywhere near that long, Brand says, we have to become better

at strategically affecting our ecosystem. “We are forced to learn planet craft—

in both senses of the word. Craft as skill and craft as cunning.” We not only

have to master the ability to change how our ecosystem works, we also have

to figure out the right ways to change it. And that won’t be easy.

“The forces in play in the Earth system are astronomically massive and un­

imaginably complex,” Brand writes.3 “We’re facing multidecade, multigenera­

tion problems and solutions. Accomplishing what is needed will take diligence

and patience—a sustained bearing down, over human lifetimes, to bridge the

long lag times and lead times in climate, biological, and social dynamics.”4

Fortunately for all of us, gamers actually have a head start on this mission.

Gamers have been mastering the art of planet craft for years. There’s actually

a genre of computer games known as “god games”—world- and population-

management simulations that give a single player the ability to shape the course

of events on earth in dramatic ways, over lifetimes or longer.

As we’ve seen, Will Wright’s The Sims gives players godlike powers over the

daily lives of individual people. Sid Meier’s Civilization challenges players

to guide a civilization (such as the Aztecs, the Romans, the Americans, the

Zulus) from the start of the Bronze Age, six thousand years ago, through the

Space Age, or AD 2100. And Peter Molyneux’s Black & White invites players

to govern the entire biome of a remote island, inspiring either joyful worship

or terrified obedience in the island’s tribal population by performing a com­

bination of benevolent and evil divine ecological interventions.

What all of these god games have in common is that they encourage play-

ers to practice the three skills that are critical for real planet craft: taking a long

view, ecosystems thinking, and pilot experimentation.

Taking a long view means working at scales far larger than we would ordi­

narily encounter in our day-to-day lives. Players of god games have to consider

their moment-by-moment actions in the context of a very long future: an

entire simulated human life, a single civilization’s rise and fall, or even the

entire course of human history.

Ecosystems thinking is a way of looking at the world as a complex web of

interconnected, interdependent parts. A good ecosystems thinker will study

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and learn how to anticipate the ways in which changes to one part of an eco­

system will impact other parts—often in surprising and far-reaching ways.

Pilot experimentation is the process of designing and running many small

tests of different strategies and solutions in order to discover the best course of

action to take. When you’ve successfully tested a strategy, you can scale up

your efforts to make a bigger impact. Since god gamers want to maximize their

success, they don’t just come up with one plan and stick to it. Instead, they

carefully feel their way around the system, poking and prodding until they find

the strategies that seem to reliably maximize success.

Taken together, these three ways of thinking and acting are exactly the

kinds of effort Brand recommends in Whole Earth Discipline. Instead of seiz­

ing the day, he says, “Seize the century.”5

He advises, “Participation has to be subtle and tentative, and then cumulat­

ing in the right direction. If we make the right moves at the right time, all may

yet be well.”6

OF COURSE, we can’t actually use existing commercial computer games as test

environments to solve the real problems we face. They radically simplify the

forces at play in the complex ecosystems we live in. But as we try to develop

systems for engaging massively many people in world-changing efforts, we can

take an important cue from the most successful god games. Specifically, we

can learn from their ability to change the way players think about the world,

and their own powers within it.

Take, for example, the most epic god game yet designed—the universe

simulation Spore, developed by Will Wright and produced by Maxis Soft­

ware. Of all the god games to date, Spore is the most explicitly linked to the

notion of planet craft—and the most intentionally focused on getting players

to think of themselves as capable of changing the real world.

In Spore, players control the development of a unique species through

five stages of evolution: from single-cell origins (stage one) into social, land-

dwelling creatures (stage two), who form tribes (stage three), build techno­

logically sophisticated civilizations (stage four), and ultimately venture off into

Saving the Real World Together | 299

intergalactic space exploration (stage five). Each stage zooms out to give the

player control over a more complex system. Players advance from manipulat­

ing cellular DNA to increasing their creature’s intelligent behaviors; from

organizing a division of labor in their tribe to growing a global economy;

from advancing national interests through trade, military action, or spiritual

outreach to colonizing other planets and transforming them into inhabit­

able ecosystems. They can spend as much time as they want in any stage,

piloting different strategies for improving their species and transforming the

environment.

The game is fun and rewarding to play, but it’s meant to accomplish more

than just relieving boredom or making us happy. As Wright has said on nu­

merous occasions, the game is meant to spark a sense of creative capability

among players, and to inspire them to adopt the kind of long-term, planetary

outlook that can save the real world.

Consider this exchange, which occurred shortly after the 2008 release of

Spore, when the popular science magazine Seed hosted a public salon be­

tween Wright and Jill Tarter, a noted astrobiologist. The topic of the salon:

how games like Spore are preparing young people to take a more active role

in reimagining the real world.

TARTER: I keep thinking about the generation that’s getting ex­

posed to all this wonderful, rich opportunity of game playing as

education, and that they expect to be able to manipulate the

real world the way they do the game world. How do we bridge

that? How do we turn them into socially functioning members

of humanity on one planet? [. . .]

I’m eager to understand how learning to be good at a game

makes you good at life, makes you good at changing the world,

and gives you skills that are going to allow you to reinvent your

environment.

WRIGHT: Well . . . if there’s one aspect of humanity that I want to

augment, it’s the imagination, which is probably our most pow­

erful cognitive tool. I think of games as being an amplifier for

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the imagination of the players, in the same way that a car ampli­

fies our legs or a house amplifies our skin. [. . .]

The human imagination is this amazing thing. We’re able

to build models of the world around us, test out hypothetical

scenarios, and, in some sense, simulate the world. I think this

ability is probably one of the most important characteristics of

humanity.7

Why does Wright believe that augmenting our natural capacity for imagi­

nation is so important at this precise moment in human history? It’s a matter

of survival, pure and simple.

The name Spore is itself an important clue: the definition of a spore, in

biology, is “a reproductive structure that is adapted for dispersal and surviving

for extended periods of time in unfavorable conditions.”8 It’s a perfect meta­

phor for the present circumstances of the human race.

We have collectively entered into what is all but certain to be a time of

increasingly unfavorable planetary conditions, largely of our own making—an

unstable climate, extreme weather, and an increasingly depleted environ-

ment. We need to adapt for survival. We need to imagine planetary-scale solu­

tions and disperse them as far and wide as possible.

We need to become like spores ourselves.

And there’s an explicit call to action to do so, for players who complete all

five stages of the game successfully. Spore has what game developers call a

“primary win condition”: a supergoal that represents the ultimate achieve­

ment in the game. The primary win condition in Spore is to develop your

single-cell creature into such a successful intergalactic space-faring civiliza­

tion that it eventually reaches one galactic destination in particular: a super-

massive black hole at the center of the galaxy.

Players who reach the black hole receive a “staff of life,” which allows them

to transform any planet in the Spore galaxy into a vibrant, diverse ecosystem:

teeming with plants and creatures of all kinds, with breathable atmosphere,

sustainable food webs, and plentiful water supply. (No wonder players also

refer to it as the “Genesis device.”)

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The staff of life is a shortcut to making an otherwise uninhabitable planet

inhabitable. Along with the staff of life, players receive a special message and

mission:

You have traveled very far and overcome many obstacles. Your

creative efforts have not gone unnoticed. Your heroic efforts have

proven you deserving, worthy of advancement to the next level of

your existence. You are now to be given the power. Yes, that’s right,

THE POWER. The power to create and spread life, intelligence

and understanding throughout the cosmos. Use this power wisely.

There is a wonderful opportunity to start on one particular planet:

Look for the third rock from Sol.

Sol is Latin for “sun,” and so the Spore community has translated this final

message from the game as a playful imperative to remake our own Earth—

which is, of course, the third rock from our sun.

In the end, a win in Spore is a push back to the real world. Players are told,

“Your gameplay has prepared you to become a real creator and protector of

life on Earth.” Not by making them an expert in geoengineering, atmospheric

science, or ecological planning, certainly, but rather by creating the seed of

planetary creativity and activism. As Wright said at the Seed salon:

All of the really tough problems we’re facing now are planetary

problems. There’s real value in being pushed toward global aware­

ness and looking long-term. That’s one of the things that I find

very useful about games. . . . I think these are the timelines we

need to be looking at — the one-hundred- or two-hundred-year

horizons. Because most of the really bad stuff that’s happening

right now is the result of very short-term thinking.

We can break free of the cognitive chains of short-term isolated thinking,

with games that direct our collective attention to the future and challenge us

to take a global perspective.

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GOD GAMES LIKE Spore have gotten us successfully started on this journey.

Now a different genre of games can get us where we need to go: massively

multiplayer forecasting games, or forecasting games for short.

Forecasting games combine collective intelligence with planetary-scale

simulation. They ask players to reimagine and reinvent the way we feed our­

selves, the way we transport ourselves, the way we get water, the way we design

cities, the way we manufacture everything, the way we power our lives. They’re

designed to create diverse communities capable of investigating the long-term

challenges we face, propose imaginative solutions, and coordinate our efforts

to start putting our best ideas into action at the planetary scale.

It’s a process I call massively multiplayer foresight. And future-forecasting

games are the perfect tool for helping as many people participate in the pro­

cess as possible.9

Which brings us to our final fix for reality:

A FIX #14: MASSIVELY MULTIPLAYER FORESIGHT

Reality is stuck in the present. Games help us imagine and

invent the future together.

How exactly does massively multiplayer foresight work? The best way to

understand the process is to start with the project that inspired the forecasting

game genre.

World Without Oil : Play It Before You Live It

You know it’s bad for you.

You’ll cut back someday.

On April 30, join a World Without Oil—and play it before you live it.

—Announcement for the game

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In April 2007, the world ran out of oil.

It didn’t run completely out of oil—it simply ran out of enough oil. The

daily demand for oil worldwide began to outpace our daily production capac­

ity. Shortages broke out, reserves were tapped, and yet the gap between global

supply and demand grew wider.

The United States was among the hardest countries hit. During the darkest

days of the crisis, as many as 22 percent of Americans were unable to get ac­

cess to gas, while one in ten U.S. companies buckled under the strain of

higher fuel costs and diminished operating capacity.

Two main strategies emerged to deal with the oil crisis.

We could collectively reduce our daily demand for petroleum in order to

create equilibrium with the available supply.

Or we could compete even more aggressively for the available oil—with

our own individual neighbors, with other companies, with other states, and

with other countries.

Of course, this didn’t really happen—at least not for most of us.

But for two thousand online gamers, this peak-oil scenario was the basis for

a life-changing six-week experiment: a collaborative simulation designed to

find out what would happen if demand for oil did eventually outstrip our sup­

ply, and what we could collectively do about it.

The project was called World Without Oil (WWO), and it was the first

massively scaled effort to engage ordinary individuals in creating an immersive

forecast of the future.

A HOW TO PLAY WORLD WITHOUT OIL

At heart World Without Oil is very simple. It’s a “What if?” game.

What if an oil crisis started today—what would happen? How

would the lives of ordinary people change?

What would you do to survive the crisis? How would you help

others?

Let’s play “What if?” and find out.

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Create your own story of life during the oil crisis—and share

it with us by e-mail or by phone call, by photos or by blog post,

by videos or podcasts.

Then join our citizen “nerve center” at worldwithoutoil.org

to track events and share solutions. Every day, we’ll update you

with news about the crisis, and highlight our favorite stories

from across the country and around the world.

No expert knows better than you do how an oil shock could

impact your family, your job, your town, your life. So tell us

what you know.

Because the best way to change the future is to play with

it first.

Funded by the Corporation for Public Broadcasting and presented by the

Independent Television Service (ITVS), World Without Oil was first con­

ceived by Ken Eklund, an independent writer and interactive developer based

in San Jose, California. He pitched the idea in response to an ITVS announce­

ment of funds up to $100,000 being made available for innovative educational

online games. I was invited by ITVS to serve on the evaluating committee

for online game proposals.

“No one today has a clear picture of oil availability or what will happen

when demand inevitably outstrips supply,” Eklund wrote in his proposal.

“That will largely depend on how well ordinary people respond to the crisis.

Until now, no one has ever thought to ask them what they might do. WWO

will evoke the wisdom of crowds in advance, as players work together to gain

grassroots insights into the forces that will rule at street level in a crisis—and

figure out the best ways to prepare, cooperate, and collectively create solutions

if and when a real peak-oil shortage happens.”

It was designed as a massively multiplayer thought experiment: players

would spend six weeks imagining how such a crisis might play out in their

local communities, their industries, and their own lives. They would make

Saving the Real World Together | 305

highly personal forecasts using online social media. And they would rely on

an “alternate reality dashboard” to get daily updates on the scenario, in the

form of fictional news stories, video reports, and economic indicators from the

peak-oil crisis in order to flesh out their personal forecasts in more detail.

Players would also be strongly encouraged to take the simulation a step

further, and spend some time each day living their real lives as if the simulated

oil shortage were true. How hard would it be to get to work, or to prepare din­

ner, or to see friends and family if the fictional simulation were real? Players

were challenged to test their own ability to adapt, rapidly and dramatically, to

a potential oil crisis. Instead of just imagining a peak-oil scenario, they could

start making changes and testing adaptive solutions for real.

Each day in real time would represent a week in the simulation. This

would enable players to consider longer-term impacts and strategies. The

game itself would last for thirty-two days, so the scenario could play out over

thirty-two weeks.

WWO would give players firsthand insight into a plausible future, helping

them prepare for, or even prevent, its worst outcomes. The game would also

create a collective record of how a real peak-oil scenario might play out—a

kind of survival guide for the future, a record of tremendous value for educa­

tors, policy makers, and organizations of all kinds.

I happily accepted Eklund’s invitation to join the project team as the

game’s “participation architect”—a fancy way of saying my job was to help

make sure every single player found a way to contribute meaningfully to the

collaborative effort.

Of course, to start, we had to attract a community of players. I set our target

at one thousand players, a number based on my experience with online com­

munities and collective intelligence. One thousand participants seems to me

to be a critical threshold to allow for an online game to get interesting—to

ensure enough diversity among players, to have enough participants to tackle

missions on an epic scale, and to produce enough chaotic interaction to gen­

erate complex and surprising results.

For six weeks before we launched, we spread the word online and at public

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events. We asked our friends and colleagues to blog about it. I announced the

game in my keynote for the Serious Games Summit, an annual two-day meet­

ing in San Francisco for people working on games designed to teach, train,

and solve real problems. ITVS reached out to educators and media creators

across the country. There wasn’t any other marketing plan or promotional

budget for the game. It was simply an open, public invitation to simulate the

future, and the game was free to play.

So who showed up to play? They numbered just over nineteen hundred

(nearly doubling our initial goal), evenly divided between men and women,

and representing all fifty United States and a dozen countries abroad. Most

players were in their twenties or thirties, but there were notable clusters of

every age group, from teenagers to seniors. And our most active players brought

together an astonishingly diverse range of personal concerns and real-life ex­

pertise to the game. For example:

• Peakprophet, a self-described “hobby farmer” in Tennessee, who

forecast the collapse of the fresh-food supply chain—and then

took it upon himself to train other players how to grow their own

food and increase their food self-sufficiency.

• Lead_tag, a soldier stationed in Iraq, who blogged every single day

of the game, creating a series of thirty-two reflections on the chal­

lenges of fighting a war during an oil crisis.

• Anda, a college student pursuing a bachelor of fine arts in graphic

design at the San Francisco Art Institute, who created a series of

eleven Japanese manga-style Web comics about how she and her

friends would help each other during the oil crisis, and how it

might affect their ability to find work after graduation.

• OrganizedChaos, a dispatcher at a General Motors plant in De­

troit, who contributed fifty-five blog posts, videos, and podcasts, and

found herself forecasting that pretty soon—peak oil or not—she

would no longer have a job. As a result, at the end of the game she

decided to go back to school in real life to prepare for a new career

in a postoil economy.

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Once we’d assembled our forecasting community, it was crucial for us that

a significant portion of our players stay engaged with the game for its entire

six-week duration. That’s because when it comes to future forecasting, our first

ideas are often the most obvious and generalized, and therefore the least use­

ful. It takes a while, even for an experienced forecaster, to drill down to the

most interesting specifics and spin off unexpected possibilities. So we adopted

several strategies to keep players engaged and actively investigating different

aspects of the scenario.

First, each game day we added a new piece of information to the mix: roll­

ing brownouts from oil-dependent power companies; airlines canceling flights

and dramatically raising the cost of tickets; empty shelves and food shortages

due to inability of deliveries to be made to local stores. In return, players told

us about difficulties dealing with unreliable power at home; business travelers

getting stranded in other countries when airports unexpectedly shut down;

public transportation overcrowding in towns and cities with previously un­

derutilized systems; a disruptive uptick in work-from-home days; the rise of

bicycle thefts and a new bicycle black market; impromptu homeschooling as

a result of gas shortages in suburban and rural areas; and neighborhood pot­

luck meals to deal with the food shortage.

Another important tool for continuing participation was our alternate reality

dashboard, which included a map depicting thirty-eight different regions, such

as the Boston metro area, the Cincinnati–Columbus metro area, the Great

Lakes, the High Plains, and the Atlantic South, each with its own set of “power

meters” reflecting the local rise and fall in quality of life, economic strength,

and social stability. The power meters fluctuated in direct response to player

activity. The more positive forecasts they made, the more cooperative strategies

they developed, and the more actively they reduced their own collective daily

oil consumption, the more favorable the regional metrics. However, if players

chose to imagine a darker turn of events, or if they chose to focus on how in­

creased competition might play out, or if they reported significant difficulties or

hardships in adapting to a lower-consumption lifestyle, the metrics would reflect

increased chaos, rising misery, or even economic collapse. The meters created

a clear feedback loop between players’ stories and the scenario updates.

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Of course, the sizable online audience that assembled for World Without

Oil was also a huge incentive for players to tell the best stories possible. For

every active forecaster, we had an additional twenty-five people watching the

game and writing about it. This amplification of their ideas helped make the

players’ efforts feel more meaningful.

In the end, the game produced more than a hundred thousand online

media artifacts—including a core set of more than two thousand future-

forecasting documents from the players and tens of thousands more blog posts

and articles reflecting on the game and its findings. One reviewer called it

a “huge growing, twisting network of news, strategy, activism, and personal

expression.”10

At first, the majority of players focused their efforts on imagining how local,

regional, and international competition for oil resources would play out in this

new environment of increased scarcity. They exercised a dark imagination,

anticipating the worst possible outcomes and the most serious threats. They

documented gas theft, riots, food shortages, widespread looting, job loss,

school closures, and even military actions worldwide. At a more personal level,

they told stories of personal stress, anxiety, and families in crisis.

But over the course of thirty-two weeks, the balance shifted. About halfway

through the game, having exhausted their dark imagination, players began

focusing on potential solutions. They started imagining best-case-scenario

outcomes: new ways of cooperating to consume less, a focus on local com­

munity and neighborhood infrastructure, less time spent commuting, the geo­

graphic reassembly of extended family, and more time spent in pursuit of a

new American dream—happiness built around notions of sustainability, sim­

plicity, and stronger social connectivity.

The game started with near-apocalyptic undertones; it ended with explicit,

if cautious, optimism. The best-case-scenario outcomes were posed not as

probabilities—and certainly not as inevitabilities—but rather as plausible pos­

sibilities worth working toward.

There was no explicit prompt to start with dark imagination and only later

veer toward optimism. But it is, in fact, a very sound forecasting strategy.

Saving the Real World Together | 309

Researchers have pointed to a particularly American failure to believe that the

worst can really happen, because we’re systematically trained by our culture

to focus on the positive. It’s a failure that makes us more susceptible to cata­

strophic events, like Hurricane Katrina or the 2008 housing market collapse,

for example. In Never Saw It Coming, sociologist Karen Cerulo argues that

our collective inability to focus on negative futures is our culture’s biggest

blind spot.11 As one reviewer of Cerulo’s book summed it up: “We are indi­

vidually, institutionally, and societally hell-bent on wishful thinking.”12 We are

very good at positive thinking, but we tend to avoid articulating worst-case

scenarios, which unfortunately makes us more vulnerable to them and less

resilient if they occur.

World Without Oil gave players a space for nonwishful thinking; that’s

what created a sense of urgency to find solutions. That mind-set also lent a

sense of gravitas and realism to even the most hopeful stories players told

later in the game—stories we later compiled into a guide, “A to Z: A World

Beyond Oil.”13 It contains some of the most interesting community solutions

players devised and can give you a taste of how massively multifaceted the

final collaborative forecast was. Here are a few of my favorite topics from the

document:

• Architecture Without Oil—notes from attendees of a national ar­

chitecture convention on how to design and build homes for a

world without oil

• Fellowship Without Oil—a collection of sermons and prayers

from pastors, ministers, and other spiritual leaders offering guid­

ance for how to act compassionately during the oil crisis

• Neighborhood Without Oil—guidelines for how to build stronger

personal relationships with our geographically closest neighbors,

the people most likely to be of assistance to us during an oil crisis

• Your Mama Without Oil—reflections from mothers of young chil­

dren on how to parent in a world without oil

• Zoom Zoom Without Oil—conversations among automotive rac­

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ing fans about the future of NASCAR and potential partnerships

with alternative vehicle races, including electric vehicle races and

human-powered vehicle races

“The forecasts are of astonishing quality,” one reviewer said of WWO after­

ward. “The players got to the heart of a complex subject.”14 I think “heart” is

a key word here, because players were telling stories about the futures they

cared about most—the future of their industry, their religion, or their own

town and their children.

After the game, creative director Ken Eklund reflected on what it had ac­

complished. “WWO didn’t only raise awareness about oil dependence. It

roused our democratic imagination. It made the issues real, and this in turn

led to real engagement and real change in people’s lives. Via the game, play-

ers made themselves better citizens.” This is clearly evident in what players

reported afterward. One player reported:

I really mean it when I say WWO changed my life. I really have

been using my cloth bags at the stores, walking more/driving less,

turning off lights, and, yes, recycling. My friends, family and co­

workers have all noticed the difference. In all seriousness, this

entire thing has made me a different person.15

While another wrote:

This experience has been just incredible for me. I’ve learned so

much and started to think about even small things in my daily life

in new ways. . . . Your stories and suggestions give me hope, that

good ideas are emerging, that people are reaching out to help each

other through these times, that necessary skills and knowledge

are being saved and treasured for times when we will need them

desperately. You show me that many really great people are out

there . . . [and] you’ll lead the way through.16

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Today, the entire simulation has been preserved in a sort of online time

machine at Worldwithoutoil.org, where you can experience the game from

day one all the way through day thirty-two. Each day of gameplay is captured

in time so you can see exactly how the collaboration unfolded; there are also

guidelines for playing the game yourself today—on your own, with your fam­

ily, with colleagues, with a classroom, or with your neighbors. In fact, the

simulation has been repeated many times at a smaller scale to help individu­

als and communities prepare themselves, and invent their own solutions, for

living in a world beyond oil.

PERHAPS YOU’RE WONDERING—as many people have asked me since—why

did the players participate?

Why would anyone want to play a serious game like World Without Oil

instead of a fantasy game, an escapist game, a completely feel-good game?

I asked myself the same question—before WWO launched, while it was

being played and afterward, even when we had proof that players were enjoy­

ing themselves and audiences found it compelling to watch the project unfold.

Here’s what I’ve come to believe about a game like WWO. By turning a

real problem into a voluntary obstacle, we activated more genuine interest,

curiosity, motivation, effort, and optimism than we would have otherwise. We

can change our real-life behaviors in the context of a fictional game precisely

because there isn’t any negative pressure surrounding the decision to change.

We are motivated purely by positive stress and by our own desire to engage

with a game in more satisfying, successful, social, and meaningful ways.

I also firmly believe that many gamers want to do something that matters

in the real world as much as their efforts matter in the game world. One player

summed this up best:

Looking back at World Without Oil, I think it is the most amazing,

best multiplayer game I have experienced. Usually gaming takes

time away from accomplishing useful things in real life, but WWO

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taught me a lot, lowered my electric bill, and got me focused on

doing things that matter to me.17

Gamers are ready and willing to take on challenges outside of strictly vir­

tual environments. Meanwhile, people who don’t ordinarily play games are

happy to do so when it can help make a difference in the real world.

The numbers are still small. Two thousand players doesn’t begin to compare

with Spore’s active community of more than a million. But unlike Spore, which

represents roughly two decades of some of the smartest computer program­

mers, some of the most creative game designers, and some of the most brilliant

artists in the world working together to advance the genre of planetary simula­

tion and god games (SimEarth was released in 1990), we are essentially still

in the Pong days of future-forecasting games. (With the operating budget of

Pong to boot.)

We are Pong, competing with Spore. It’s not much of a matchup yet.

But as the field attracts more of the world’s best programmers, storytellers,

designers, and artists, as more people are exposed to these games and learn

how to play them, and as we invest millions, rather than thousands, of dollars

in developing these future worlds, we will grow our future world–building

skills just as we’ve grown our virtual world–building skills over the past thirty

years. With enough attention and investment, we will start to create immer­

sive future environments as engaging as our favorite virtual worlds.

WORLD WITHOUT OIL changed the lives of many of our players— but it was

also a life-changing experience for me.

It was the proof-of-concept game that convinced me we really can save the

real world with the right kind of game. It’s the project that inspired me to

define my biggest hope for the future: that a game developer would soon be

worthy of a Nobel Prize.

I’ve since taken to advertising that goal everywhere I go, in the hopes of

inspiring other game developers to join me in my mission. Of course, both

inside and outside the game industry, when I suggest the idea, I’m often met

Saving the Real World Together | 313

with skepticism. How could a game possibly accomplish enough real-world

good to warrant such a prize?

Even on the heels of a project as promising as World Without Oil, it’s true

that winning a Nobel Prize is a fairly bold ambition. But consider this: Albert

Einstein, who won his own Nobel Prize in physics in 1921, once famously

said, “Games are the most elevated form of investigation.” This quotation ap­

pears in multiple biographies of Einstein and circulates widely in various

collections of famous sayings, but, interestingly, its origins remain elusive. No

one seems to have recorded the context of Einstein’s statement—when or

where he said it, or what he meant by it. Why would an esteemed physicist

call games, and not science, the most elevated form of investigation? It’s an

unsolved mystery—one I’ve spent much of my free time puzzling over.

Although of course I can’t say for sure I’ve solved the mystery, I do have a

theory. And it comes directly from working on World Without Oil.

Einstein, we know from many biographers, was a gamer—albeit a some­

times reluctant one. He had a lifelong love-hate relationship with the game

of chess. He played it enthusiastically as a child, although he gave it up for

much of his adult life, even once insisting to the New York Times, “I do not

play any games. There is no time for it. When I get through work I don’t want

anything which requires the working of the mind.”18 Yet many friends and

colleagues recall playing countless games of chess with Einstein, particularly

later in his life.

Historians have suggested that Einstein avoided chess during the height of

his scientific career precisely because he loved it so much and found it so

distracting. “Chess holds its master in its own bonds,” he once said, “shackling

the mind and brain.”19 In other words, when he started thinking about chess,

he found himself unable to stop. Why? Most likely because, as so many chess

masters have noted, the game is an incredibly compelling problem that be­

comes more compelling the longer you think about it.

The central problem of chess is perfectly constructed, clear, and con­

strained: how do you manipulate a set of sixteen resources of different abilities

in order to capture your opponent’s most valuable asset, while simultaneously

protecting your own? But it can be approached with endlessly many different

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strategies, each strategic effort changing the future possibilities in the problem

space. As one famous chess saying goes, “Chess is infinite.”

There are 400 different positions after each player makes one move

apiece. There are 72,084 positions after two moves apiece. There

are 9-plus million positions after three moves apiece. There are 288­

plus billion different possible positions after four moves apiece.

There are more potential games than the number of electrons in

our universe.20

The possibility space of chess is so massive and complex, one individual

has no hope of understanding or exploring it fully—even if one spends a

lifetime, as many chess players do, investigating it.

Fortunately, while chess is a two-player game, it is also a massively multi­

player project. The global community of chess players has collaborated for cen­

turies to explore and document its problem space as thoroughly and imaginatively

as possible. Indeed, for as long as modern players have played chess, they have

recorded their games, shared strategies, formalized successful approaches, and

published them for others’ benefit. Even after centuries of collective play, the

chess community continues to seek a better understanding of the problem, to

invent more surprising and successful approaches, and to hold the massively

many possibilities of the game in their head as they drive the sum human un­

derstanding of the game forward, one move at a time.

To play chess as a more than casual player is to become a part of this

problem-solving network. It means joining a massively collaborative effort to

become intimately familiar with an otherwise unfathomably complex possibil­

ity space. And that’s what I believe Einstein meant when he described games

as an elevated form of investigation. When enough people play a game, it

becomes a massively collaborative study of a problem, an extreme-scale test

of potential action in a specific possibility space.

I believe that’s the direction we’re heading with forecasting games. These

games help us identify a real-world problem and study it from massively mul­

Saving the Real World Together | 315

tiple points of view. They present the problem in a compelling way, and they

help us compile a record of massively multiple strategies for addressing it.

They give us a safe space to play out the possible consequences of each and

every possible move we could make. And they help us anticipate the massively

multiple moves that others could conceivably take.

That’s actually what we tried to do with World Without Oil. We defined a

problem: an oil shortage, with no available means of increasing supply. There

was a clear goal: to resolve the imbalance between supply and demand. The

possible strategies were infinite. We asked players to craft their own strategies,

based on their own unique points of view: a combination of location, age, life

experience, and personal values. We asked them to test, on a local scale, dif­

ferent actions, and to report their findings. Taken together, all the players’

stories and solutions represent massively multiple perspectives on the same

problem. It was a truly elevated investigation.

And in a world of changing climate, geopolitical tensions, and economic

instabilities, there are plenty more problems to be tackled with our collective

imagination.

If we can develop the same kind of intelligence about the real problems

we face as players do about their favorite games, then we will be able to prac­

tice better planet craft. We’ll elevate our collective understanding of the chal­

lenges we face. And we’ll build a global community of individuals ready to

play a role in discerning the right moves to make in the future.

At the end of World Without Oil, I was struck by how optimistic players

were. Despite having spent nearly a month imagining incredibly dark fore­

casts, our players wound up feeling better—not worse—about the future and

their ability to impact it. They experienced a sense of improved capability,

greater resilience, and realistic hope.

In other words, they became what futurist Jamais Cascio calls “super-

empowered hopeful individuals,” or SEHIs.21

A SEHI (pronounced SEH-hee) is someone who feels not just optimis­

tic about the future, but also personally capable of changing the world for

the better. According to Cascio, SEHIs get their confidence from network

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technologies that amplify and aggregate individual ability to impact the com­

mon good.

Cascio coined the term “SEHI” in contrast to another term, “super- empowered

angry men,” which New York Times columnist Thomas Friedman used in his

writing about terrorism in a globally networked age. Osama bin Laden, Fried­

man wrote, seeks to create super-empowered angry men who feel capable of

leaving their mark on the world, in terrible ways.22 In response, Cascio explains:

The core of the “super-empowered angry individual” (SEAI) argu­

ment is that some technologies may enable individuals or small

groups to carry out attacks, on infrastructure or people, at a scale

that would have required the resources of an army in decades

past. . . . But angry people aren’t the only ones who could be em­

powered by these technologies. As a parallel, the core of the

“super- empowered hopeful individual” (SEHI) argument is that

these technologies may also enable individuals or small groups to

carry out socially beneficial actions at a scale that would have re­

quired the resources of a large NGO or business in decades past.23

SEHIs don’t wait around for the world to save itself. They invent and spread

their own humanitarian missions. More importantly, they are “able to do so

with smaller numbers, greater speed, and a far larger impact” than a slow­

moving, risk-averse organization. Of course, in an ideal world, SEHIs would

be able to band together and scale up their efforts—to avoid making redun­

dant efforts, to learn from each other’s mistakes, to amplify each other’s abili­

ties to make a difference. Disorganized SEHIs would have a hard time making

significant strides. But organized SEHIs—well, they could change everything.

So a year after the World Without Oil experiment, Cascio and I teamed up

at the Institute for the Future to find as many of those millions of SEHIs as

possible—to give them a platform for organizing, and a new game to play.

It was called Superstruct, and its promise was simple: Play the game, invent

the future.

Saving the Real World Together | 317

Superstruct: Inventing the Future of Organization

Every year, the Institute for the Future produces a Ten-Year Forecast. It’s a

look ahead at the next decade, to identify new economic forces, social prac­

tices, and changing environmental realities that will impact the way leading

businesses, governments, and nonprofit organizations work, and to define the

new challenges they’ll face. As we like to say at IFTF, “Ten years is a good,

useful horizon—distant enough to expect real changes, close enough to feel

within our grasp.”24

Each Ten-Year Forecast (TYF) has a defining theme, a driving question. In

2008, the TYF program director Kathi Vian decided that the driving question

for the next year’s forecast would be: What is the future of scale for human

organization?

Clearly, we were embarking on a decade of extreme-scale challenges: eco­

nomic collapse, pandemics, climate change, the continuing risk of global

terrorism, and disruptions to our global food supply chain, to name just a few.

We knew that existing organizations would have to reinvent themselves in

order to simply survive, let alone make a difference.

“We know that the old ways of organizing the human race aren’t enough

anymore. They’re not adapted to the highly connected world we’re living in.

They’re not fast enough, or collaborative enough, or agile enough,” Vian

wrote during our early brainstorming meetings. “We need to design better

ways for the world to work together in the future. We need networked organi­

zations that can solve problems better, move faster, be more responsive, and

overcome the old ways of doing and thinking that paralyze us.”

So we wanted to find out: How might businesses, governments, and non-

profit organizations team up to make each other more resilient during crisis?

How could existing organizations work together to tackle these planetary-scale

problems? How should these entities engage the super-empowered individuals

who want to be a part of changing the world—and who will go it alone, for

better or for worse, if they don’t feel engaged?

Our hunch was that surviving the next decade would require entirely new

������

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ways of cooperating, coordinating, and creating together. So we wanted to find

a new strategic language for talking about revolutionary ways of working to­

gether at extreme scales—language that could completely shift our thinking

about how to adapt for the coming decade.

We looked at a lot of potential language, but as soon as we hit on the term

“superstruct,” we knew we’d found it.

r str kt/

verb trans. [L. superstructus, p.p. of superstruere, to build upon;

super-, over + -struere, to build. See super-, and structure.]

To build over or upon another structure; to erect upon a

foundation.25

“Superstruct” is a term that shows up most often in the fields of engineer­

ing and architecture. To superstruct a building is to extend it, to make it more

resilient.

Superstructing isn’t about just making something bigger. It’s about working

with an existing foundation and taking it in new directions, to reach beyond

present limits. It means creating flexible connections to other structures, to

mutually reinforce each other. And superstructing means growing in strategic

and inventive ways so that you can create new and more powerful structures

that would have been previously unimaginable.

So superstruct really seemed to capture the process of extension and rein­

vention that we wanted to explore in our Ten-Year Forecast. But what would

be the best way to investigate a process that didn’t quite exist yet? ee

My graduate studies background is in a social science called “perfor­

mance studies,” in which one of the core research methodologies is to actu­

ally do, or perform, the thing that you’re studying. So we decided to build a

superstructure.

We decided to superstruct our own Ten-Year Forecasting project by opening

it up to the public. We would conduct our primary TYF research as a live,

online six-week collaborative experiment—completely open to anyone who

wanted to join us.

superstruct /�süp

Saving the Real World Together | 319

We called this experiment, naturally, Superstruct, and we framed it as a

massively multiplayer forecasting game. We wanted the world to help us fore­

cast the future of organizing at extreme, or epic, scales in order to survive real

global threats and solve real planetary-scale problems. And we committed to

using whatever collective forecast our players came up with as the foundation

for our annual research report and conference the following spring.

The core creative team for the project was made up of program director

Kathi Vian, scenario director Jamais Cascio, and myself, the game director. We

spent six months working with a team of a dozen additional IFTF researchers

and designers to develop the 2019 scenario, research the game topics, create

the immersive content, design the gameplay, and build the website.

The game launched on September 22, 2008, with a press release from a

fictional organization called the Global Extinction Awareness System. The

press release was dated September 22, 2019.

For immediate release:

September 22, 2019

Humans have 23 years to go

Global Extinction Awareness System starts the countdown for

Homo sapiens.

Based on the results of a yearlong supercomputer simula­

tion, the Global Extinction Awareness System (GEAS) has reset

the “survival horizon” for Homo sapiens—the human race—

from “indefinite” to 23 years.

“The survival horizon identifies the point in time after which

a threatened population is expected to experience a cata­

strophic collapse,” GEAS president Audrey Chen said. “It is the

point from which a species is unlikely to recover. By identifying

a survival horizon of 2042, GEAS has given human civilization a

definite deadline for making substantive changes to planet and

practices.”

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According to Chen, the latest GEAS simulation harnessed

over 70 petabytes of environmental, economic, and demographic

data, and was cross-validated by ten different probabilistic

models.

The GEAS models revealed a potentially terminal combina­

tion of five so-called “superthreats,” which represent a colli­

sion of environmental, economic, and social risks.

“Each superthreat on its own poses a serious challenge to

the world’s adaptive capacity,” said GEAS research director

Hernandez Garcia. “Acting together, the five superthreats may

irreversibly overwhelm our species’ ability to survive.”

GEAS notified the United Nations prior to making a public

announcement. The spokesperson for United Nations Secretary-

General Vaira Vike-Freiberga released the following state­

ment: “We are grateful for GEAS’ work, and we treat their latest

forecast with seriousness and profound gravity.”

GEAS urges concerned citizens, families, corporations, in­

stitutions, and governments to talk to each other and begin

making plans to deal with the superthreats.

We chose an intentionally provocative starting point for the scenario for

several reasons. First, we wanted players to propose awe-inspiring solutions.

So we had to pose a scenario that would inspire a sense of awe and wonder—

an epic “What if?” What would you do if you woke up one morning to dis­

cover that the world’s most trusted supercomputer had calculated the entire

human species was as endangered as tigers, polar bears, and pandas are today?

Second, we wanted to learn something new, so we had to push our players

to imagine previously unthinkable ideas. We aimed to create a forecasting

context so far from their ordinary day-to-day concerns that they would feel free

to practice extreme creativity and be comfortable pitching “outlier,” or unex­

pected, ideas.

Saving the Real World Together | 321

And third, we wanted to give our players a clear goal, a way to measure their

success in the game. The GEAS survival horizon gave us the perfect way to

do both. We would challenge our players to work together to extend the sur­

vival horizon from the year 2042 as far as we could possibly take it. Each year

they added to the horizon would represent a significant milestone in the

game. (Advances in the survival horizon would be based on an algorithm

factoring in the number of active players, how many game missions they com­

pleted, and how many achievements they unlocked.)

To ground the game in some specific forecasting topics, we identified five

key areas in which players could make a significant impact on our survival

horizon. These were the five superthreats, extreme-scale challenges that posed

the greatest threat to humanity’s survival. But they weren’t just threats—they

were also opportunities, key areas for coordinated effort and innovation,

among organizations and SEHIs alike.

If you wanted to make a difference in our game world of 2019, you had to

pick one of these superthreats and start tackling it with the biggest, most sur­

prising ideas you could come up with. These were the five superthreats:

• Quarantine covers the global response to declining health and

pandemic disease, including the current respiratory distress syn­

drome (ReDS) crisis. The challenge: How can we protect and

improve our global health, especially in the face of pandemics?

• Ravenous focuses on the imminent collapse of the global food

system, leading to food safety lapses and shortages worldwide. The

challenge: How can we feed ourselves in more sustainable and

secure ways?

• Power Struggle follows the tremendous political and economic

upheaval, as well as quality-of-life disruptions, we may suffer as we

attempt to move from oil-based societies to solar, wind, and bio­

fuel societies. The challenge: How can we reinvent the way we

create and consume energy?

• Outlaw Planet tracks the efforts to hack, grief, terrorize, or other­

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wise exploit the communications, sensor, and data networks we

increasingly rely on to run our lives. The challenge: How can we

be more secure in a globally networked society?

• Generation Exile looks at the difficulties of organizing society

and government in the face of one particular challenge: the disap­

pearance of secure habitats for three hundred million refugees

and migrants, who have been forced to leave their homes and in

many cases their homelands due to climate change, economic

disruption, and war. The challenge: How can we govern ourselves

and take better care of each other across traditional geopolitical

borders?

To help players quickly grasp the details of this complex scenario, for each

of these superthreats we created a short video trailer and a series of news

headlines describing unfolding events. We also released an online report, set

in the year 2019, outlining some of the dilemmas each of these superthreats

might provoke, and how they might interact with and magnify each other. In

the report, we emphasized a sense of optimism about humanity’s ability to

overcome the superthreats.

The human species has a long history of overcoming tremendous

obstacles, often coming out stronger than before. Indeed, some

anthropologists argue that human intelligence emerged as the

consequence of the last major ice age, a period of enormous en­

vironmental stress demanding flexibility, foresight, and creativity

on the part of the small numbers of early Homo sapiens. Histori­

cally, those who have prophesied doom for human civilization

have been proven wrong, time and again, by the capacity of our

species to both adapt to and transform our conditions.

GEAS does not argue or believe that this future is unavoidable.

This is perhaps the most important element of our forecast. This

is not fate. If we act now—and act with intelligence, flexibility,

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foresight, and creativity—we can avoid the final threat. We may

even come out of this period far stronger than we were before.

Both the report and the trailers ended with the same call to action: Join us

to invent the future of the human species. We announced that volunteers were

gathering on an online social network site called Superstruct. And we issued

a public invitation—on blogs, on Facebook, on e-mail, on Twitter—to join

the network. Our core message: Everyone has a part to play in reinventing the

way the world works. And in the end, we attracted 8,647 super-empowered

hopeful individuals to contribute their best ideas for the future to our super­

structing experiment.

But before they tackled the superthreats, our players had an important first

mission: invent their future selves.

Like any present-day social network, our 2019 social network asked you to

fill out a personal profile. But our profile was different: it focused on surviv­

ability. What are the specific skills, resources, and communities you can bring

to bear on these superthreats? What are you uniquely qualified to contribute

to reinventing the world? We encouraged players to have fun imagining their

future selves, but we also told them to keep it real. This was essential. Don’t

invent a fictional character, we told them. This is about real play, not role play.

We want to know who you really think you might be in 2019. Feel free to

dream big, but make sure it’s grounded in reality.

Here’s the profile. How would you answer these questions? Remember: It’s

not who you are today. It’s who you might be in the future.

YOUR WORLD IN 2019

Where do you live?

Who do you live with?

What do you do? Where do you work?

What matters to you most?

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How did you get to be this person? Was there a particular

turning point for you in the past ten years?

YOUR UNIQUE STRENGTHS

What do you know more about than most people? Tell us

about your skills and abilities.

Who do you know? Tell us about the communities and groups

you belong to, and what kinds of people are in your social

and professional networks.

This first mission helped immerse players in the future. It required them

to vividly imagine the year 2019, and how their work and lives might be dif­

ferent by then. It also helped them identify specific personal resources they

could bring to bear on the superthreats. At heart, Superstruct was about figur­

ing out new roles for individuals, organizations, and communities to play in

much bigger, longer-term efforts to make life on this planet better. To accom­

plish this goal, we had to help our players make direct connections be­

tween their current skills, resources, and abilities and the demands of the

future.

If you were to ask an ordinary person if they could personally fix the econ­

omy, stop a pandemic, or prevent famine, they probably wouldn’t even know

where to begin. So we gave the players a specific place to start: in their own

communities, groups, and social networks, using whatever they knew best as

a foundation for suggesting solutions.

Finally, this mission gave us some concrete data about our players. We

asked players to tell us, confidentially, a little bit about who they were in 2008,

to help us put their forecasts and ideas into context. This 2008 data didn’t

appear on their public profile; it was only to help during the research process,

so we could cross-reference their future ideas by real-life age, location, and

occupation. We wanted to find out more about how SEHIs think of them­

selves and what kinds of projects they are most likely to tackle.

So who superstructs? Here’s what we found out.

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Out of just under nine thousand forecasters who joined the effort, the vast

majority were between the ages of twenty and forty, with the rest spread out

like a bell curve. Our youngest player was ten (he was particularly interested

in the future of food, especially “lab-grown meat,” which is in fact an emerg­

ing food technology). Our oldest player was ninety (she was interested in the

future of education).

We had players from forty-nine out of fifty U.S. states and more than

one hundred countries worldwide. We had a startlingly diverse group of pro­

fessionals, including chief engineers, chief technical officers, chief creative

officers; longshoremen, hotel concierges, and museum curators; astrophysi­

cists, atmospheric scientists, mathematicians; nurses, plumbers, and photog­

raphers. There were also numerous college and graduate students, senior

executives, members of the armed forces, and public servants.

What expertise did these diverse participants bring to the game? Play-

ers identified expertise in areas as wide as labor activism, transportation and

logistics, and robotics; specialty coffee, the comic book industry, the steel

industry; immigration, forestry, and fashion; tourism, health care, and journal­

ism; chemical engineering, caregiving, and e-commerce; consulting, defense,

and human resources; forensics, human rights, and nanotechnology.26

These were among the skills and resources we asked players to bring to bear

on the five superthreats. And we asked them to tackle the superthreats in a

very specific way: by inventing superstructures.

A HOW TO INVENT A SUPERSTRUCTURE

This is a game of survival, and we need you to survive.

We’re facing superthreats, and we need to adapt.

The existing structures of human civilization just aren’t

enough. We need a new set of superstructures to rise above, to

take humans to the next stage.

You can help. Superstruct now. It’s your legacy to the

human race.

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Q: WHAT’S A SUPERSTRUCTURE?

A: A superstructure is a highly collaborative network that’s

built on top of existing groups and organizations.

THERE ARE FOUR TRAITS THAT

DEFINE A SUPERSTRUCTURE:

1. A superstructure brings together two or more different

communities that don’t already work together.

2. A superstructure is designed to help solve a big,

complex problem that no single existing organization

can solve alone.

3. A superstructure harnesses the unique resources, skills,

and activities of each of its subgroups. Everyone

contributes something different, and together they create

a solution.

4. A superstructure is fundamentally new. It should sound

like an idea that no one’s tried before.

Q: WHAT KINDS OF GROUPS CAN COME TOGETHER TO FORM

SUPERSTRUCTURES?

A: Any kind of group at all. For profit and not-for-profit, profes­

sional and amateur, local and global, religious and secular,

online and offline, fun and serious, big and small.

ANY EXISTING COMMUNITY CAN BE ADDED TO A

SUPERSTRUCTURE! HERE ARE SOME EXAMPLES:

• Companies

• Families

• People who live in the same building or neighborhood

• Industry and trade organizations

• Nonprofits and NGOs

• Annual conferences or festivals

• Churches

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• Local or national governments

• Online communities

• Social network groups

• Fan groups

• Clubs

• Teams

Q: HOW DO I CREATE A NEW SUPERSTRUCTURE?

A: Start by picking a community that you already belong to.

What could your community uniquely contribute to solving one

or more of the superthreats? And who else do you want to work

with to make it happen?

When you’re ready to share your idea, create a new wiki

article. Use the wiki fields (name, motto, mission, who we need,

how we work, and what we can accomplish) to describe your

new superstructure.

Q: I’VE MADE A SUPERSTRUCTURE. WHAT NEXT?

A: When you have a basic description of your superstructure in

place, invite other SEHIs and your own friends, colleagues,

neighbors, and networks to join.

If you’ve made your superstructure public, keep an eye on

your wiki to welcome new members and to see how the super­

structure evolves. If you’ve made your superstructure private,

be sure to check back often to approve new members so they

can help you build your superstructure.

Together, your Superstruct members can keep editing the

wiki until it describes exactly the way you think your super­

structure should work.

DON’T STOP NOW!

Once you’ve created your first superstructure, there’s lots

more to do. You can create superstructures for other super­

threats. Or you can design spin-off superstructures from your

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original superstructure. You can invent competing superstruc­

tures, or bigger superstructures to swallow up superstructures

that are already existing.

Keep superstructing, and surprise us with your big ideas!

The most important rule for inventing a superstructure was that it should

be unlike any existing organization. It should be a fundamentally new com­

bination of people, skills, and scales of work. But it also had to be a plausible

approach to a problem—a way to give people who don’t ordinarily work

on challenges like hunger, pandemic, climate change, economic collapse, or

network security a way to make a difference.

Inventing a superstructure was the core element of gameplay; it was how

players earned survivability points (up to one hundred), which tallied into

a total survivability score. The more thoughtful, clearly explained, creative,

and surprising the superstructure, the more points a player earned. A player

could also earn points by joining and contributing ideas to other players’

superstructures.

What, exactly, is a survivability score? We described it to players as follows:

Your Survivability Score is a number between 0 and 100 that ap­

pears in your Survival Profile. When you first join, you have a

score of 0. Any score higher than 0 means you personally are be­

coming more and more important to the survival of the species. If

you achieve a score of 100, you personally are absolutely central

to the future of the human race.

In other words, our scoring system wasn’t meant to be competitive, but

simply to represent your personal progress.

Let’s take a look at some brief descriptions of some of the particularly high­

scoring superstructures, and the SEHIs who created them.

Saving the Real World Together | 329

WE HAVE THE POWER—ENERGY-HARVESTING CLOTHES

You don’t need to buy power from an energy company. You can

make your own power. What you wear every day can help you

collect and save energy, which you can use to power your laptop,

your cell phone, your MP3 player, or to provide heat.

Think: Jackets with solar panels that collect energy and can be

used to provide electric heat when you wear the jacket at night.

Headbands with solar-paneled flowers that collect the energy you

need to power your iPod. Fringed skirts that harness wind energy

and store it in a tiny battery that you can detach and use to power

anything at all. A belt with a sound wave collector that turns envi­

ronmental noise into an energy source.

We’re creating and collecting designs for all kinds of wearable

energy sources. We’ll make working prototypes of these designs

and present them in a We Have the Power fashion show. We need

your help sharing and improving these designs so that as many

people as possible can harvest their own energy.

The We Have the Power superstructure was founded by SEHI Solspire, or,

in real life, Pauline Sameshima, an assistant professor in the department of

teaching and learning at Washington State University. She led her design class

in creating a series of real, working prototypes and impromptu campus fashion

shows for clothes that incorporated the kinds of wearable energy technologies

described above. Their SEHI mission: to use rapid prototyping and design

innovation to tackle the Power Struggle superthreat, and help invent the fu­

ture of energy.

SEEDS ATMS—WITHDRAW YOUR FOOD FOR FREE

Food shouldn’t cost anything. Seeds also shouldn’t cost anything.

That’s why this superstructure has been created: to build a

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Seeds ATM network, so anyone who needs seeds can easily go to

an ATM and get free seeds.

What we want to accomplish: spread the GYO (grow your own)

food concept, as well as set the foundations of a bigger free-food

network.

We envision a network of secure Seeds ATMs installed at bank

locations worldwide. However, as a working prototype, we propose

a really simple hack: gumball machines. We will fill them with

seeds and set them to not need money, or to simply require a

penny. We will install them outside grocery stores and farmers’

markets.

This superstructure was invented by SEHI Jorge Guberte, a twenty-five-year­

old digital artist in São Paulo, Brazil. With no direct connection to the food

industry or agriculture, he proposed a completely unexpected, extreme-scale

solution to the Ravenous superthreat. His SEHI mission: to make access to food

a basic civic right, and help invent the future of how we feed ourselves.

THE DEMOCRATIC CENTRAL AFRICAN

REPUBLIC (DCAR)—THE REFUGEE STATE

DCAR, the Democratic Central African Republic, is a “weakly

statelike entity,” or WSLE, a 16 million person quasi-state entity

in east central Africa in a contested region where the neighboring

countries have largely lost the will to continue fighting but will not

allow each other to declare victory.

Humanitarian efforts in this disordered area therefore had to

provide many basic functions of the state, such as identity services,

issuing what amounted to passports, issuing a basic electronic cur­

rency, and generally trying to keep life going until somebody as­

serted governance over the area.

Eventually, after four or five years of interim governance using

electronic democracy software and biometric cell phones, DCAR

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has begun to have semiofficial, quasi-state status. Like Taiwan, it

cannot safely assert full sovereignty, but the shells of the previous

governments of the region have technically passed their legitimacy

to the refugee councils of DCAR, and as long as nobody raises an

army, nobody seems to mind self-organizing refugees trying to

manage their lives until the governments settle their territorial

disputes.

Anybody can support DCAR. You just have to remember how

important it is that refugees get political rights to manage their

own lives, just as we do. Being a refugee is hard enough without

being oppressed too!

If you want to get more involved, display the DCAR flag wher­

ever you can to let people know that DCAR still matters.

The DCAR superstructure was founded by SEHI Hexayurt, or Vinay

Gupta, a noted world expert on disaster relief. He is also the inventor of the

Hexayurt, an inexpensive, lightweight shelter designed to provide sustainable

housing for refugees. He wanted to address the Generation Exile superthreat

in the context of the ongoing African refugee crisis. His SEHI mission: to help

invent the future of peace and government.

NONE OF THESE ideas will reinvent the way the world works on its own. But

alongside the more than five hundred other superstructures that players cre­

ated, they effectively prove a new reality: that problem solving at extreme

scales can involve ordinary people; that all scales of human organization can

combine and recombine in startling ways; that continuous reinvention is not

only possible, it’s an evolutionary imperative for the next decade.

WE RAN SUPERSTRUCT as a live forecasting experiment for six weeks. So what

were the final results?

After the game, our players inventoried and organized their efforts into a

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catalog of solutions called the Whole Superstructure Catalog (a play on Stew­

art Brand’s Whole Earth Catalog), which you can view online, at Superstruct.

wikia.com.

In addition to their catalog of 550 superstructures, our players created more

than a thousand vivid first-person accounts of the superthreats, told in videos

and photos, blogs and Twitter updates, Facebook messages and podcasts. This

world lives online as a resource for other forecasters, policy makers, educators,

and interested individuals to explore and analyze.

We set up traditional discussion forums to provide players with a sounding

board for strategies they wanted to apply in their superstructures. The players

held court across more than five hundred different forum topics, such as “Net­

working the offline world: How do we reach out to people who aren’t online?”;

“What can we do with bicycles: Beyond exercise, how can we use bicycles to

help solve some big problems?”; and “Art for art’s sake: What is the role of arts

in 2019? What role can art play during times of epic crisis?” There’s enough

reading material on these forums to comprise dozens of future-forecasting

reports—and it’s all saved online for public browsing.

In terms of gameplay, we had nineteen players achieve a survivability score

of 100—the equivalent of winning the staff of life in Spore, or creating a level

80 character in World of Warcraft. We invited these nineteen players to be­

come our “SEHI 19,” and we extended invitations to them to continue col­

laborating with the Institute for the Future. All of the players, but in particular

the SEHI 19, became a kind of superstructure for IFTF itself.

Finally, our Ten-Year Forecast team spent six months analyzing the results

of the forecasting game. We prepared the year’s TYF research report, “Super­

structing the Next Decade,” developing the themes explored in our scenario

and analyzing the most promising superstructing methods demonstrated by

our players. We’ve since made these materials—including a set of “Super­

struct strategy cards,” a visual map of the Superstruct ecosystem, and three

alternate scenarios for the next fifty years of planet craft—available to the

public on the Institute for the Future’s website.27

Oh, and just in case you’re wondering—how much good did our players

collectively do, according to the game’s Global Extinction Awareness System?

Saving the Real World Together | 333

By the end of the six-week game, the players had pushed the survival hori­

zon for the human species to the year 2086—or one year more for every

thousand survivability points they collectively earned. That’s forty-four more

years they earned us on this planet—enough time for two more generations

of potential super-empowered hopeful individuals to be born and to start work­

ing on these problems with us.

The entire experience is perhaps best summed up by a Twitter post from

one of our players. It epitomizes exactly what IFTF hoped to accomplish with

the game.

“This is my favorite vision of the future, ever,” he wrote. “Because it’s the

first one I feel personally capable of making a difference in.”

Superstruct was designed to wake gamers up to the possibility of making

the future together—a critical first step to increasing our collective engage­

ment with global superthreats. But to produce real change in the world, it’s

not enough to spread a feeling of super-empowerment and hope. We also have

to build up actual world-changing capacity among gamers. We have to help

them cultivate the specific future-making skills and abilities, and acquire the

practical knowledge they need, in order to increase their chances of making

a real and sustained difference.

Super-empowered hope and collaborative creativity must be combined

with practical learning and real capacity development. And it can’t just happen

in the parts of the world where computer and video game technology is al­

ready pervasive. World-changing games must be custom designed specifically

for the most impoverished regions of the world, where future-making skills are

most urgently needed—for example, developing areas in much of Africa.

These are the two key insights that led me to my most recent game,

EVOKE.

EVOKE: A Crash Course in Changing the World

EVOKE is designed to empower young people all over the world, especially

in Africa, to start actively tackling the world’s most urgent problems—poverty,

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hunger, sustainable energy, clean-water access, natural disaster preparation,

human rights.

Dubbed as a “crash course in changing the world” and produced for the

World Bank Institute, the learning arm of the World Bank, EVOKE is a social

network game designed to help players launch their own world-changing ven­

ture in just ten weeks. It’s playable on computers, but it’s optimized for mobile

phones—the most ubiquitous social technology in Africa.

The world of EVOKE is set ten years in the future. The story, told in the

form of a graphic novel, follows the adventures of a secret superhero network

based in Africa. The network is made up of “stealth social innovators,” a con­

cept we invented for the game.

Excerpt from episode eight of EVOKE. (Jacob Glaser, World Bank Institute, 2010)

Social innovation, of course, is a real concept—and an increasingly im­

portant method of tackling poverty worldwide. It means applying entrepre­

neurial ways of thinking and working to solve social problems that are

ordinarily tackled by governments or by relief and aid agencies. The key prin­

ciple of social innovation is that anyone, anywhere, can start their own project

or business venture to try to solve a social problem. Also referred to as “social

entrepreneurship,” it emphasizes taking risks, understanding the local context,

and looking for breakthrough innovations, rather than applying standard,

cookie-cutter solutions.

So what is stealth social innovation? In the world of EVOKE, social innova-

tors tackle social problems with superheroic secrecy and spectacle— public

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and yet mysterious, like Batman or Spider-Man—in order to capture global

imagination so that the solutions have a real chance to catch on and spread

virally. EVOKE superheroes are particularly known for applying an inno vation

method referred to by real development experts today as “African ingenuity.”

Erik Hersman, a technologist and editor for the blog AfriGadget, is a lead­

ing proponent of African ingenuity. Hersman, who grew up in Sudan and now

lives in Kenya, describes it as follows:

A Malawian boy creates a windmill from old bicycle parts and

sheet metal. A Kenyan man fabricates welding machines from

scrap metal, wood and copper wire. An Ethiopian entrepreneur

makes coffee machines from old mortar shells. A Malawian scien­

tist invents a new micro–power plant that uses sugar and yeast. A

South African youth makes a working paraglider from plastic bags,

rope and bailing wire. Though you might not hear those stories in

the international press, these are just a few of the incredible tales

of African ingenuity happening every day in thousands of villages,

godowns, industrial areas, roadside shops and homes throughout

the continent. Africans are bending the little they have to their

will, using creativity to overcome life’s challenges.28

Many experts on Africa, including Hersman, believe that the people who

tackle the hardest problems in the developing world today will be the ones

most capable of solving any crisis, anywhere in the world, in the future. Indeed,

problem solvers in Africa today may leapfrog past the rest of the world, coming

up with cheaper, more efficient, and more sustainable solutions, simply be­

cause they have no other choice. The obstacles they face are so enormous, and

the resources they have so limited, that their solutions must be more creative,

more resourceful, and more resilient than traditional solutions developed by

the rest of the world.

EVOKE is designed to help players become a part of the emerging culture

of African ingenuity—to build up their social innovation skills today so they

have a real chance to become the world’s superheroes in the future.

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So how does the gameplay work? Over the course of a ten-week “season,”

players are challenged to complete a series of ten missions and ten quests.

Each week’s challenges are focused around a new “urgent evoke.”

An evoke, in this game world, is an urgent call to innovation, an electronic

SOS message sent from a city in crisis to the secret problem-solving network

in Africa. In the first two episodes of the game, for example, the EVOKE

network is called upon to help prevent a famine in Tokyo and to rebuild fol­

lowing a collapse of the energy infrastructure in Rio de Janeiro.

After reading the urgent evoke online, players are challenged to respond in

the real world—and get real, firsthand experience tackling an urgent crisis on

a small and local scale. Consider the first two EVOKE missions.

URGENT EVOKE: Food Security

More than a billion people go hungry every day. This week, YOU

have the power to change at least one of those lives. Your objec­

tive: Increase the food security of at least one person in your com­

munity. Remember: Food security isn’t about providing temporary

help or a single meal. It’s about long-term solutions to hunger and

food shortages. Here are some ideas to get you started:

• Help someone start a home garden.

• Volunteer at a local community garden.

• Invent a way to make it easier for people in your community to

share the food they have with others.

• Create a resource for local farmers.

URGENT EVOKE: Power Shift

Today, less than 10 percent of global electricity is produced by sus­

tainable energy sources. This week, discover YOUR power to help

change that number. Your objective: Design a new way to power

something you use every day. Take a look around you. Something

YOU use or do every day could be powered differently— with solar

power, wind power, or kinetic power, for example. Maybe it’s

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your mobile phone. Maybe it’s the light you use to read at night.

Your solution should be cheaper or more sustainable than your

current power source.

To help them brainstorm creative solutions to these challenging tasks, we

provide players with secret “investigation files” that document social innova­

tions already happening in Africa and other parts of the world—projects that

can spark their own African ingenuity and inspire their own efforts.

In order to receive credit for their missions, players must share a blog post,

video, or photo essay documenting the effort they made and what they learned.

Other players review the mission evidence to verify it and to award EVOKE

powers: plus-one spark, for example, or plus-one knowledge sharing, or plus-

one local insight. Through the course of the game, by completing all ten

missions, players build up a personal portfolio of world-changing efforts (their

collection of blog posts, videos, and photos), as well as a profile of their unique

future-making attributes (an interactive display of all the EVOKE powers

they’ve earned).

Meanwhile, players are also challenged to complete a series of ten online

quests. These personal quests are designed to help players discover their own

unique “origin story.” The game instructions explain, “In comic books, the

origin story reveals how a character became a superhero—where their powers

came from, who inspired them, and what events set them on a path to change

the world. Before YOU can change the world, you need to figure out your

superhero origins.” Over time the players’ quest log becomes a kind of world­

changing calling card, describing, for example, their secret identity. The quest

log would include answers to questions like “What are three things you know

more about, or do better, than most of your friends and family?” and “What

three personality traits or abilities make you stand out from the crowd?” The

quest log also represents their heroic call to action when they answer questions

like “If you had the power to convince today one person—or a hundred peo­

ple, or a million people—to do one thing, who would it be, and what would

you call on him or her to do?” By completing these introspective quests, play-

ers aren’t just learning about their own strengths or charting their own future.

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They’re also developing the foundations for a multimedia business plan that

they can use to attract collaborators, mentors, and investors.

Robert Hawkins, a senior education specialist at the World Bank Institute,

first came up with the idea for a social innovation game. “The demand is so

great for a game like this,” Hawkins told me when he first invited me to join

the project as its creative director. “We keep hearing from African universities

that they need better tools to engage students in real-world problems and to

develop their capacities for creativity, innovation, and entrepreneurial action.

This game needs to be a response to that desire, to serve as an engine for job

creation now and in the future.” In fact, the game was promoted to university

students across English-speaking Africa as “Free job training—for the job of

inventing the future.”

Not only are EVOKE players learning real-world skills, they’re also earning

real-world honors and rewards. Players who successfully complete ten online

missions in ten weeks receive a special résumé-worthy distinction: official cer­

tification as a World Bank Institute Social Innovator. Top players also earn

postgame mentorships with experienced social innovators, and scholarships

are awarded so they can share their vision for the future at the annual EVOKE

Summit in Washington, D.C.

In the first trial of the game, run in the spring of 2010, we enrolled more

than 19,000 young people from over 150 countries, including more than

2,500 students from sub-Saharan Africa—making it the largest collaborative

online problem-solving community in Africa to date.

Collectively, in just ten weeks, this founding group of players completed

more than 35,000 future-making missions together, documented on the

EVOKE network. More importantly, as their final challenge, they proposed

more than a hundred new social ventures—creative enterprises they planned

to undertake in the real world, with the support of seed funding and ongoing

mentorships from the World Bank Institute. These EVOKE-inspired ventures

include:

• Evokation Station, a pilot program created and managed by high

school students in Cape Town, South Africa, and designed to give

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people the skills and knowledge to grow their own food for their

families and as a source of income. The program is currently

being tested in one of the poorest communities in Cape Town,

Monwabisi Park, an informal settlement, or squatter camp, of

more than twenty thousand displaced people who have been liv­

ing for twelve years without running water, sanitation, proper

houses, roads, or access to health care and employment.

• Solar Boats, a project by and for young women in Jordan, with the

goal of converting more than 120 glass boats in the Gulf of Aqaba

to solar-powered ones, in order to save on fuel, decrease pollution

of the Red Sea coral and sea life, and lead to cleaner beaches and

lower-cost boating.

• Spark Library, a venture developed by a U.S. graduate student in

architecture, to design and pilot a new kind of crowdsourced li­

brary across sub-Saharan Africa. In order to check out a book from

a Spark Library, you must first contribute a piece of local or per­

sonal knowledge, in order to help build up a database of indige­

nous or traditional knowledge about the environment, cultural

practices, and natural resources.

As I write this chapter, plans to develop future seasons of EVOKE are al­

ready under way, based on its early success. New seasons of the game will

focus attention and engagement on a single issue, such as energy, food secu­

rity, or women’s rights. Meanwhile, the first season of the game—EVOKE’s

core curriculum—will be translated into Arabic for the Middle East, Spanish

for Latin America, Mandarin for China, and more, in order to reach even

more students. And in order to support EVOKE play in regions of Africa

without reliable Internet access, episodes from the first season of EVOKE are

being compiled into a single graphic novel, with all of the missions and quests

adapted into workbook-style exercises. SMS-based interactivity—as most

young people in the developing world do have access to mobile phones—will

340 | R E A L I T Y I S B R O K E N

ensure that these “pen and paper” players are still connected to the global

EVOKE network.

The goal of all of these adaptations? To ensure, over time, that every young

person on this planet receives an education in urgent problem solving and

planet crafting—and has free and open access to a global network of potential

world-changing collaborators, investors, and mentors.

SO HOW MIGHT future-making games like World Without Oil, Superstruct,

and EVOKE evolve in a best-case-scenario future?

At the end of Superstruct, all of the IFTF game masters had an opportunity

to select and honor their favorite superstructure during an online streaming

Superstruct Honors broadcast. I chose a superstructure called The Long

Game, proposed by player Ubik2019, one of Superstruct’s most active players.

The Long Game represents, to me, what future-making games must aspire to

become by the end of the twenty-first century: an epic collaboratory for our

most awe-inspiring global development efforts.

In real life, Ubik2019 is Gene Becker, formerly the worldwide director of

product development for extreme performance and mobility at Hewlett-

Packard, and now the founder and managing director of Lightning Labora­

tories, an emerging-technology consulting company that works with a range

of Global 2000 companies and preinvestment start-ups. Becker brought to

Superstruct a particularly keen sensibility about how to develop initiatives on

a global scale, and how to leverage new network technologies for innovation.

Here is Becker’s best idea for a new superstructure:

THE LONG GAME

Fostering a long-term mind-set by playing a game that lasts a thousand years.

Who we need: SEHIs who believe that a long-term mind-set and a

playful approach to life can help us to become a better people,

make better choices about our actions and their consequences,

Saving the Real World Together | 341

potentially avoid the kind of supercrises we are facing here in

2019, and give every person on the planet the opportunity to cre­

ate a meaningful legacy to the human race.

What we can accomplish: If you put just one dollar into an invest­

ment today that has an average real return of 3 percent per year

after inflation and taxes, in a thousand years it would be worth $7

trillion. Now think about what your descendents thirty generations

in the future might be able to do with such capital—and think

about how you might communicate your wishes to them about

how they would spend it.

Now consider how we might invest our nonfinancial capital—

intellectual, natural, social, familial, genetic—in such a way that

it compounded its value over time. Such a rich gift we could

endow for the future of humanity . . .29

A thousand-year game, combining financial and nonfinancial investment

of our most important resources—how exactly would such a game work?

During the Superstruct experiment, we brainstormed different ideas, focus­

ing largely on structure rather than theme, story, or content. For example, we

imagined the entire world setting aside one day each year to play the game, as

a kind of global holiday. Of course, like all good games, participation would

be optional. But the supergoal of the game would be, by the end of one thou­

sand years, to engage virtually 100 percent of the human population in playing.

Enthusiastic players could spend as much time as they wanted throughout

the year preparing for the global game day. Casual players could simply show

up to a game site (online or in the real world) and take part for a few minutes,

a few hours, or even all twenty-four hours in the year’s game day.

That entire global game day would represent one “move” in the game. And

perhaps, we imagined, The Long Game would be played in rounds of fifty

moves each. So if you played The Long Game your entire life, you would

hope to be able to experience a complete round at least once, if not twice.

342 | R E A L I T Y I S B R O K E N

Every tenth move would represent a bigger and more significant occa­

sion, to provide a kind of momentous leveling-up occasion each decade. Each

twenty-fifth and each fiftieth move, the halfway mark and the end of each

round, would be an even more momentous occasion—each time the culmi­

nation of a quarter century of gamers’ efforts.

What specifically would making a move in the game entail? We envisioned

a combination of events. Social rituals and circle games to build common

ground. Crowdsourced challenges and collective feats—in the style of a tra­

ditional barn raising—to focus the world’s energy and attention on a single

problem and a single transformation. And forecasting exercises to create

shared momentum for the future, and to collectively decide the challenges

and themes of the next year’s set of games.

No one would ever live to see both the start and the end of the game, of

course—not even close. But the game would be a throughline for humanity, a

tangible connection between our actions today and the world our descendants

inherit tomorrow. It would create a sense of awe and wonder, inspiring us to

imagine how this massively scaled adventure we are a part of could play out,

and to make as meaningful an impact in the game as possible, so we can make

a difference in our lifetime that lasts for many lifetimes more.

It’s not that hard to imagine people spending their entire lives playing a

single game. Many World of Warcraft gamers have now been playing their

favorite game for nearly an entire decade already; so has the Halo commu­

nity. Countless among us spend a lifetime mastering a game like chess, poker,

or golf.

And we already have a historical precedent for societies successfully keep­

ing a game tradition alive for an entire millennium—the ancient Greeks ran

their Olympiad every four years without interruption for roughly one thou­

sand years.

The Long Game doesn’t exist yet. But it just might be what the world

needs now.

Aspiring to engage every single human being on the planet in a single game

isn’t an arbitrary goal. To accomplish that goal would mean transforming the

planet and global society in key ways.

Saving the Real World Together | 343

It would require every single village in the world to have some level of access

to the Internet, via personal computers or mobile phones, so that truly everyone

could contribute to the game. Universal Internet access is in its own right a

significant and worthy goal. Today, roughly one in four people on the planet has

reliable, daily Internet access.30 When every family in the remote villages of

Africa, or in what today are the slums of India, or throughout Nicaragua— when

they and everyone else in the world has access to The Long Game, that will

mean greater access to education, culture, and economic opportunity as well.

Furthermore, for every person on the planet to play the same game, there

would need to be free communications across all geopolitical borders. What

would it take before every citizen of North Korea, for example, could play The

Long Game?

The Long Game, if we have the will to design it, and if we create the means

for universal participation, could be the good game that humanity plays to

collectively take us to the next level, achieving a new scale of cooperation,

coordination, and cocreation. As Kathi Vian urged in her introduction to the

Superstruct Ten-Year Forecast:

Zoom out. Look at the coming decade from the perspective of

millennia of change. Focus on the progress of the universe from

the breakthrough structures of the atom to the living cell, the

biota, the community of nations, the global economy. This is how

the future will be new, by continuing the incredible experiment

of reorganization for greater complexity, by creating the next as­

tonishing structural forms in this long evolutionary path.

It seems clear to me that games are the most likely candidate to serve as the

next great breakthrough structure for life on earth.

There’s no guarantee, of course, that evolution will continue along any given

path, other than the path of improved survivability in a given environment. But

all of the historic evidence seems to suggest that collaboration improves human

survivability, and will continue to do so, as long as we can innovate new ways

of working together.

344 | R E A L I T Y I S B R O K E N

First humans invented language. Then farming, and cities; trade and dem­

ocratic forms of government and the Internet—all ways of supporting human

life and collaboration at bigger and more complex scales.

We have been playing good games for nearly as long as we have been

human. It is now time to play them on extreme scales.

Together, we can tackle what may be the most worthwhile, most epic ob­

stacle of all: a whole-planetary mission, to use games to raise global quality of

life, to prepare ourselves for the future, and to sustain our earth for the next

millennium and beyond.

C O N C L U S I O N

Reality Is Better

If I’m going to be happy anywhere,

Or achieve greatness anywhere,

Or learn true secrets anywhere,

Or save the world anywhere,

Or feel strongly anywhere,

Or help people anywhere,

I may as well do it in reality.

—futurist eliezer yudkowsky1

We can play any games we want. We can create any future we can imagine. That is the big idea we started with, fourteen chapters ago, as we set off to investigate why good games make us better, and how they can

help us change the world.

Along the way, we’ve gleaned industry secrets—more than thirty years’

worth—from some of the most successful computer and video game develop­

ers in the world. We’ve compared these secrets alongside the most important

scientific findings of the past decade, from the field of positive-psychology re­

346 | R E A L I T Y I S B R O K E N

search. We’ve identified key innovations in the emerging landscape of alternate

reality design. And we’ve tracked how game design is creating new ways for us

to work together at extreme scales, and to solve bigger real-world problems.

We have thoroughly assessed all the ways that games optimize human ex­

perience, how they help us do amazing things together, and why they enable

lasting engagement. As a result, we’re now equipped with fourteen ways to fix

reality—fourteen ways we can use games to be happier in our everyday lives,

to stay better connected to people we care about, to feel more rewarded for

making our best effort, and to discover new ways to make a difference in the

real world.

We’ve learned that a good game is simply an unnecessary obstacle—and

that unnecessary obstacles increase self-motivation, provoke interest and cre­

ativity, and help us work at the very edge of our abilities (Fix #1: Tackle un­

necessary obstacles).

We’ve learned that gameplay is the direct emotional opposite of depression:

it’s an invigorating rush of activity, combined with an optimistic sense of our

own capability (Fix #2: Activate extreme positive emotions). That’s why games

can put us in a positive mood when everything else fails—when we’re angry,

when we’re bored, when we’re anxious, when we’re lonely, when we’re hope­

less, or when we’re aimless.

We’ve discovered how game designers help us achieve a state of blissful

productivity: with clear, actionable goals and vivid results (Fix #3: Do more

satisfying work). We’ve seen how games make failure fun and train us to focus

our time and energy on truly attainable goals (Fix #4: Find better hope of suc­

cess). We’ve seen how they build up our social stamina and provoke us to act

in ways that make us more likeable (Fix #5: Strengthen your social connectiv­

ity), and how they make our hardest efforts feel truly meaningful, by putting

them in a much bigger context (Fix #6: Immerse yourself in epic scale).

If we want to keep learning about how to improve our real quality of life,

we need to continue mining the commercial game industry for these kinds of

insights. The industry has consistently proven itself, and it will continue to be,

our single best research laboratory for discovering new ways to reliably and

efficiently engineer optimal human happiness.

Reality Is Better | 347

WE’VE ALSO EXPLORED how alternate reality games are reinventing our real­

life experience of everything from commercial flying to public education, from

health care to housework, from our fitness routines to our social lives.

We’ve seen how these games can help us enjoy our real lives more, instead

of feeling like we want to escape from them (Fix #7: Participate wholeheartedly

wherever, whenever we can). We’ve considered how points, levels, and achieve­

ments can motivate us to get through the toughest situations and inspire us to

work harder to excel at things we already love (Fix #8: Seek meaningful rewards

for making a better effort). We’ve looked at how games can be a springboard

for community and build our capacity for social participation, connecting us

in spaces as diverse as museums, senior centers, and busy city sidewalks (Fix

#9: Have more fun with strangers). We’ve even looked at ways that big crowd

games can make it easier for us to adopt scientific advice for living a good

life—to think about death every day, for example, or to dance more (Fix #10:

Invent and adopt new happiness hacks).

These early alternate realities may not represent full, complete, or scalable

solutions to the problems they’re attempting to solve. But they’re vivid dem­

onstrations of what’s just now becoming possible. And as more and more of

the world’s leading organizations and most promising start-up companies

begin to test the alternate reality waters, this experimental design space will

become an increasingly important wellspring of both technological and social

innovation.

FINALLY, WE’VE EXPLORED how playing very big games can help save the

real world—by helping to generate more participation bandwidth for our most

important collective efforts.

We’ve looked at crowdsourcing games that successfully engage tens of thou­

sands of players in tackling real-world problems for free—from curing cancer

to investigating political scandals (Fix #11: Contribute to a sustainable engage­

ment economy).

348 | R E A L I T Y I S B R O K E N

We’ve looked at social participation games that help players save real lives

and grant real wishes, by creating real-world volunteer tasks that feel as heroic,

as satisfying, and as readily achievable as online game quests (Fix #12: Seek

out more epic wins).

We’ve learned that young people are spending more and more time playing

computer and video games—on average, ten thousand hours by the time they

turn twenty-one. And we’ve learned that these ten thousand hours are just

enough time to become extraordinary at the one thing all games make us good

at: cooperating, coordinating, and creating something new together (Fix #13:

Spend ten thousand hours collaborating).

And we’ve seen how forecasting games can turn ordinary people into super­

empowered hopeful individuals—by training us to take a longer view, to prac­

tice ecosystems thinking, and to pilot massively multiple strategies for solving

planetary-scale problems (Fix #14: Develop massively multiplayer foresight).

Very big games represent the future of collaboration. They are, quite sim­

ply, the best hope we have for solving the most complex problems of our time.

They are giving more people than ever before in human history the opportu­

nity to do work that really matters, and to participate directly in changing the

whole world.

ALONG THE WAY to crafting these fourteen fixes, we’ve inventoried fourteen

ways that, compared with our very best games, reality is broken.

Reality is too easy. Reality is depressing. It’s unproductive, and hopeless. It’s

disconnected, and trivial. It’s hard to get into. It’s pointless, unrewarding, lonely,

and isolating. It’s hard to swallow. It’s unsustainable. It’s unambitious. It’s dis­

organized and divided. It’s stuck in the present.

Reality is all of these things. But in at least one crucially important way,

reality is also better: reality is our destiny.

We are hardwired to care about reality—with every cell in our bodies and

every neuron in our brains. We are the result of five million years’ worth of

genetic adaptations, each and every one designed to help us survive our natu­

ral environment and thrive in our real, physical world.2

Reality Is Better | 349

That’s why our single most urgent mission in life—the mission of every

human being on the planet—is to engage with reality, as fully and as deeply

as we can, every waking moment of our lives.

That doesn’t mean we can’t play games.

It simply means that we have to stop thinking of games as only escapist

entertainment.

So how should we think of games, if not as escapist entertainment?

We should think of them the same way the ancient Lydians did.

Let’s turn back one more time to the provocative history that Herodotus

told of why the ancient Lydians invented dice games: so that they could band

together to survive an eighteen-year famine, by playing dice games on alter­

nate days and eating on the others.

There are three key values we share in common with the ancient Lydians

when it comes to how and why we play games today.

For the starving and suffering Lydians, games were a way to raise real quality

of life. This was their primary function: to provide real positive emotions, real

positive experiences, and real social connections during a difficult time.

This is still the primary function of games for us today. They serve to make

our real lives better. And they serve this purpose beautifully, better than any

other tool we have. No one is immune to boredom or anxiety, loneliness or

depression. Games solve these problems, quickly, cheaply, and dramatically.

Life is hard, and games make it better.

ORGANIZING LARGE GROUPS of people is also hard—and games make it

easier.

Dice games provided the Lydians with new rules of engagement. The rules

of engagement were simple: play on these days, eat on those days. But these

two simple rules, at least as Herodotus imagined it, supported the Lydians’

kingdom-wide efforts to coordinate scarce resources and to cooperate together

for the entire duration of the famine—eighteen long years.

It was the institution of daily gameplay that united the kingdom and made

it possible to put in so strong an effort over such a long period of time. Increas­

350 | R E A L I T Y I S B R O K E N

ingly, we, too, are using games to create better rules of engagement and to

broaden our circle of cooperation. More and more, we recognize the unri­

valed power of gameplay to create common ground, to concentrate our col­

lective attention, and to inspire long-term efforts.

Games are a way of creating new civic and social infrastructure. They are

the scaffold for coordinated effort. And we can apply that effort toward any

kind of change we want to make, in any community, anywhere in the world.

Games help us work together to achieve massively more.

AND FINALLY, as the Lydians were so quick to realize, games do not rely on

scarce or finite resources.

We can play games endlessly, no matter how limited our resources.

Moreover, when we play games, we consume less.

This is perhaps the most overlooked lesson of the story that Herodotus told.

For the ancient Lydians, games were actually a way to introduce and support

a more sustainable way of life. It was impossible for them to consume their

natural resources at the old rate, so new games enabled them to adopt more

sustainable habits.

We are just starting to realize this possibility for ourselves today. We are

starting to question material wealth as a source of authentic happiness. We

are starting to look for ways to avoid exhausting the planet, and each other,

with our escalating need for more stuff. We are looking to increase our wealth

of experiences, relationships, and positive emotions instead.

The closer we pay attention to the real and completely renewable re­

wards we get from games, the better we understand: games are a sustainable

way of life.

WE SHARE with the ancient Lydians these three timeless truths about games:

Good games can play an important role in improving our real quality of life.

They support social cooperation and civic participation at very big scales. And

they help us lead more sustainable lives and become a more resilient species.

Reality Is Better | 351

But we are also different from the ancient Lydians, in one crucial way,

when it comes to the games we play.

Their dice games did many things, but what they did not do, as far as we

know from Herodotus, is actually solve the problem of famine itself. The

games eased the problem of individual suffering. They solved the problem of

social disorganization. They solved the problem of how to consume fewer

scarce resources. But they did not solve the problem of the collapse of the

food supply itself. They did not bring the greatest minds together to test and

develop new ways of getting or making food.

Today, games have sufficiently evolved to support this fourth crucial func­

tion. Games today often have content—serious content—that directs our at­

tention to real and urgent problems at hand. We are wrapping real problems

inside of games: scientific problems, social problems, economic problems,

environmental problems. And through our games, we are inventing new solu­

tions to some of our most pressing human challenges.

The ancient Lydians just had dice games. Today, we are developing a much

more powerful kind of game. We are making world-changing games, in order

to solve real problems and drive real collective action.

SO WHAT ever happened to the ancient Lydians?

If Herodotus is to be believed, their story has a surprise happy ending.

After eighteen years of dice games, Herodotus writes, the Lydians saw that

there still was no end to the famine in sight. They realized that they couldn’t

simply survive the famine by waiting it out and distracting themselves from

their misery. They had to rise to the occasion and tackle the obstacle directly.

And so it was decided: they would play one final game together.

The kingdom’s population was divided into two, Herodotus tells us, and by

the chance drawing of lots, it was decided which half of the population would

stay in Lydia and which half would set out in search of more hospitable land.

This final game is what led the Lydians to their own epic win—an unex­

pected but profoundly triumphant solution to the problem of the famine. The

food resources of Lydia, it turned out, could much more easily sustain half as

352 | R E A L I T Y I S B R O K E N

many people, and indeed we know from other historical accounts that the

kingdom subsequently not only survived for centuries more, but flourished.

Meanwhile, according to Herodotus, the Lydians who’d sailed off in search of

a new home settled to great success in what is now the Tuscan region of Italy,

where they developed into the highly sophisticated Etruscan culture.

The Etruscans, of course, are known today as the single most important

influence on Roman culture. Historians widely agree that it was the Etruscans

who originally developed the great skills of urban planning and civil engi­

neering, and that it was the Etruscans’ efforts to advance art, agriculture, and

government that provided the foundations for the world-changing Roman

Empire—and, therefore, much of Western civilization as we know it.

But were the game-playing Lydians really so influential in the course of

human civilization? Competing histories of the Italian region have claimed

for centuries, as a point of local pride, that the Etruscans were native to the

region, not immigrants. Meanwhile, like many of the histories written by

Herodotus, this account of the Etruscans’ origins has been met with some

skepticism. The tale of the starving Lydians and their gaming is so fanciful

that many modern historians have dismissed it as a myth or fable, perhaps

inspired by facts but not bound by them.

However, recent scientific research appears at long last to conclusively

confirm several key details of Herodotus’ account of the Lydians, both of the

famine they faced and their eventual mass migration.

Geologists today believe that a catastrophic global cooling occurred be­

tween the years 1159 and 1140 BC—a nineteen-year time frame they’ve iden­

tified using tree-ring dating.3 A tree ring is a layer of wood produced during

one tree’s growing season; during droughts and famines, tree rings are ex­

tremely narrow compared with normal seasons. By examining the rings in

petrified trees, geologists have concluded that global cooling caused severe

droughts and famines lasting for almost two decades in the twelfth century

BC, particularly in Europe and Asia. Historians now believe this global cool­

ing may have prompted the eighteen-year famine in Lydia that Herodotus

described.

Meanwhile, in 2007, a team led by Alberto Piazza, a geneticist at the Uni­

Reality Is Better | 353

versity of Turin, Italy, made what was widely considered a breakthrough find­

ing in human genetics. The research team analyzed the DNA of three

different present-day Tuscan populations known to be direct descendants of

the Etruscans. They discovered that the Etruscans’ DNA was much more

closely linked with near-Eastern peoples than with other Italians, and, cru­

cially, they found one genetic variant that is shared only by people from Tur­

key, the region once populated by the Lydians. As Piazza reported at the time

of his team’s discovery, “We think that our research provides convincing proof

that Herodotus was right, and that the Etruscans did indeed arrive from an­

cient Lydia.”4

With this modern-day scientific confirmation of two crucial details of

Herodotus’ account, the legend of the ancient Lydians takes on new signifi­

cance. An astonishing claim becomes suddenly much more plausible: we may

owe much of Western civilization as we know it to the Lydians’ ability to come

together and play a good game.

It turns out the dice games weren’t just a way to be happier during difficult

times. They were also teaching the entire society to work together wholeheart­

edly toward collectively agreed-upon goals. They were training the Lydians to

hold on to a sense of urgent optimism even in the face of daunting odds. They

were building a strong social fabric. And they constantly reminded every Lyd­

ian that they were a part of something bigger.

These are exactly the good game skills and abilities that the ancient Lydians

drew upon in order to survive catastrophic climate change and reinvent their

own civilization.

If they did it then, we can do it again today.

We have been playing computer games together for more than three decades

now. By that count, we’ve accumulated our own eighteen years’ worth of pre­

paratory good gaming, and then some. We have the collaboration superpowers.

We have the interactive technology and global communication networks. We

have the human resources—more than half a billion gamers and counting.

More than three thousand years after the ancient Lydians harnessed their

game skills and abilities to reinvent the world, we are ready to do the same.

We are ready for humanity’s next epic win.

354 | R E A L I T Y I S B R O K E N

WE CAN no longer afford to view games as separate from our real lives and our

real work. It is not only a waste of the potential of games to do real good—it

is simply untrue.

Games don’t distract us from our real lives. They fill our real lives: with

positive emotions, positive activity, positive experiences, and positive strengths.

Games aren’t leading us to the downfall of human civilization. They’re

leading us to its reinvention.

The great challenge for us today, and for the remainder of the century, is

to integrate games more closely into our everyday lives, and to embrace them

as a platform for collaborating on our most important planetary efforts.

If we commit to harnessing the power of games for real happiness and real

change, then a better reality is more than possible—it is likely. And in that

case, our future together will be quite extraordinary.

Acknowledgments

I could not have written this book without the inspiration, collaboration, ad-

vice, and support of the following individuals. I wholeheartedly thank:

Chris Parris-Lamb, my agent at the Gernert Company, for having

the vision for this book before I did, for convincing me to write it,

and, most importantly, for donning a blindfold and running

through a labyrinth the very first time we met. +50 Courage

Laura Stickney and Alex Bowler, my wildly talented editors at

Penguin Press and Jonathan Cape, for so much editorial wisdom

and encouragement. Thank you for finding what was important

in the book and bringing real clarity to my ideas. (And for ensuring

that I used the word “awesome” fewer than a hundred times in the

final manuscript.) +50 Epic Guidance

Everyone at Penguin Press, Jonathan Cape, and the Gernert Com­

pany, for taking seriously the idea that games can make us better

and change the world—and for lending your great skills and tal­

ents to this project. +100 Teamwork

356 | Acknowledgments

My brilliant colleagues at the Institute for the Future, for always

bringing the next decade into focus, and especially my mentors,

who taught me how to think about the future: Marina Gorbis, Jean

Hagan, Bob Johansen, and Kathi Vian. +100 Foresight

Everyone at the Leigh Bureau, for helping me hone my story

about the power of games, and for finding opportunities to deliver

it to amazing communities and organizations around the world.

+50 Encouragement

The conference organizers who invited me to give the talks that

inspired this book—Hugh Forrest (for SXSW), Eric Zimmerman

(for the Game Developers rant), Susan Gold (for the IGDA Edu­

cation Summit), and June Cohen, Kelly Stoetzel, and Chris An­

derson (at TED); and the Conference Associate program at the

Game Developers Conference, for providing aspiring game devel­

opers with a foot in the door. +20 Life Changer

The great game designers and game researchers whose work in­

spired and informed this book—most influentially, Edward Cas­

tronova, Katherine Isbister, Raph Koster, Frank Lantz, Nicole

Lazzaro, and Katie Salen. +20 Big Ideas

The positive psychologists whose research helped me understand

why we love games so much; their research is the engine for my

game design, especially: Mihály Csíkszentmihályi, Dacher Kelt­

ner, Sonja Lyubomirsky, and Martin Seligman. +25 Well-being,

+25 Happiness, +25 Life Satisfaction, and +25 Flow

The amazing game developers and creators who taught me the

craft—especially Elan Lee, Sean Stewart, Jim Stewartson, Ian Fra­

ser, and Finnegan Kelly. +100 Creative Genius

Acknowledgments | 357

The players of EVOKE, The Lost Ring, Superstruct, CryptoZoo,

World Without Oil, Top Secret Dance-Off, Bounce, Cruel 2 B

Kind, and Tombstone Hold ’Em, for daring to go where no gamers

had gone before. +50 Gamefulness

My closest collaborators on these projects—Kiyash Monsef, Robert

Hawkins, and Nathan Verrill on EVOKE; Jamais Cascio and Kathi

Vian on Superstruct; Ken Eklund and Cathy Fischer on World

Without Oil; Greg Niemeyer and Ken Goldberg on Bounce; Ian

Bogost on Cruel 2 B Kind; Julie Channing, Edwin Veelo, Toria

Emery, and all the global puppet masters on The Lost Ring; and

Elan Lee on Tombstone Hold ’Em. +100 Superheroic Collaboration

Mike and Paula Monsef, for encouraging me to write and always

wholeheartedly participating in my games. +200 Nurturing

My parents, Kevin and Judy, who bought a used Commodore 64

for me and my sister when we were in fifth grade so that we could

practice writing on Bank Street Writer and learn to program our

own games in BASIC. +500 Love

My twin sister, Kelly, for her support through the process of writ­

ing this book—and for telling me more than ten years ago (in a

flash of empathic insight) that, based on my childhood talents and

strengths, I should invent a career for myself combining game

design and public speaking. It sounded crazy. But she was right.

+1000 Compassionate Willpower

And most of all, my husband, Kiyash, who is my all-time biggest

epic win, and the best possible ally in making a life worth living.

“You know, sweetheart, if there’s one thing I’ve learned, it’s this:

nobody knows what’s going to happen at the end of the line, so

you might as well enjoy the trip.” +1000 Curiosity, +1000 Wonder,

+5000 Meaning

Appendix

HOW TO PLAY

This list is designed to help you learn more about the games in this book—and

to get firsthand experience playing them. If you want to become actively

involved in the community of people who are already making and playing

world-changing games, these resources will show you where to start.

HOW TO FIND OUT MORE

To read more case studies and learn about new and upcoming alternate reality

games, forecasting games, happiness hacks, crowd games, and collaboratories,

visit the website for this book, www.realityisbroken.org.

WHERE TO GET INVOLVED

If you want to help create, playtest, sponsor, or commission a game designed

to have a positive impact—to improve players’ lives, to solve real problems, or

to change the world—join the social network Gameful, at www.gameful.org.

Other organizations dedicated to a similar mission include Games for Change

(www.gamesforchange.org), Games Beyond Entertainment (www.gamesbe

yondentertainment.com) and the annual academic Games, Learning, and

Society Conference (www.glsconference.org).

Appendix | 359

WHAT TO PLAY

Many of the alternate reality and world-changing games described in this book

are free and available to play online or on your mobile phone. Others are no

longer playable, but have been archived online for public viewing. The best

online resources for learning about or playing these games are described

below. Because many of the games in this book are, at the time of publication,

still in beta or prototype form, their availability may change; we will track their

availability and the emergence of new games at the book’s website, www

.realityisbroken.org.

The games below are arranged in alphabetical order, with the chapter in

which they are described listed after their name.

BOUNCE

(Chapter 9) A beta version of this cross-generation conversation game, developed

at the UC Berkeley Center for New Media by Irene Chien, Ken Goldberg, Jane

McGonigal, Greg Niemeyer, and Jeff Tang, is available in English and Spanish

at http://heidegger.ieor.berkeley.edu/bounce/.

CHORE WARS

(Chapter 7) A beta version of the chores-management game, created by Kevan

Davis, is playable at www.chorewars.com.

COME OUT & PLAY FESTIVAL

(Chapter 9) Find out when and where the annual street festival for new

mobile, social games is happening at www.comeoutandplay.org.

THE COMFORT OF STRANGERS

(Chapter 9) Find out more about how to play this social street game, invented

by Simon Evans and Simon Johnson, at http://swarmtoolkit.net, or watch a

short documentary at http://vimeo.com/1204230.

CRUEL 2 B KIND

(Chapter 10) A short documentary of the game of benevolent assassination,

created by Jane McGonigal and Ian Bogost, is available at www.cruelgame

360 | Appendix

.com, where you can also download a kit for running your own Cruel 2 B

Kind game.

DAY IN THE CLOUD

(Chapter 8) You can play the archived version of this in-flight game, developed

by Google Apps and Virgin America, wherever you are—even if you’re not on

an airplane!—at www.dayinthecloud.com.

EVOKE

(Chapter 14) You can join the EVOKE game network for social innovation,

created by Jane McGonigal and Kiyash Monsef, and developed by the World

Bank Institute and Natron Baxter Applied Gaming, at www.urgentevoke.com.

THE EXTRAORDINARIES (NOW KNOWN AS SPARKED)

(Chapter 12) Join the microvolunteering game, created by Jacob Colker

and Ben Rigby, or design your own nonprofit mission, at www.sparked.com.

Find out more at http://blog.beextra.org.

FOLD IT!

(Chapter 11) You can solve protein-folding puzzles for science at http://fold

.it/portal, a collaboration between the University of Washington departments

of computer science and engineering and biochemistry.

FOURSQUARE

(Chapter 8) Sign up for this social life–management game at www.foursquare

.com, or search your smart phone’s app store or market for the Foursquare

mobile phone app.

FREE RICE

(Chapter 11) Play games to help end hunger at http://freerice.com, a nonprofit

website run by the United Nations World Food Programme.

Appendix | 361

GHOSTS OF A CHANCE

(Chapter 9) Explore the archive of the Smithsonian Museum’s experimental

game and sign up to play a ninety-minute version at the museum at www

.ghostsofachance.com.

GROUNDCREW

(Chapter 12) Organize your own team of agents to tackle any social problem

at http://groundcrew.us, and learn more about the company behind the

platform and its founder, Joe Edelman, at http://citizenlogistics.com.

HIDE & SEEK FESTIVAL AND SANDPIT

(Chapter 9) Keep track of new mobile, social immersive experiences and

games being invented and publicly playtested in the United Kingdom at www

.hideandseekfest.co.uk.

INVESTIGATE YOUR MP’S EXPENSES

(Chapter 11) Play with the crowdsourcing tool and read updates about

the Guardian’s political investigation of UK parliament members at http://

mps-expenses.guardian.co.uk.

JETSET

(Chapter 8) See more screenshots from the airport game developed by

Persuasive Games, and download it for your iPhone, at www.persuasivegames

.com/games/game.aspx?game=jetset.

LOST JOULES

(Chapter 12) Learn more about this pending smart-meter game project,

powered by Adaptive Meter, at http://lostjoules.com.

THE LOST RING

(Chapter 13) To learn more about The Lost Ring, created as a partnership

between McDonald’s, AKQA, Jane McGonigal, and the International

Olympic Committee, explore the player-created wiki at http://olympics.wiki

362 | Appendix

bruce.com/Home or watch the interactive case study at http://work.akqa.com/

thelostring/.

NIKE+

(Chapter 8) View all the Nike+ challenges and sign up to join the running

game at www.nikeplus.com; an inexpensive Nike+ sensor and an iPhone or

iPod are required to play.

PLUSONEME

(Chapter 8) Send someone you know a +1 inspiring, +1 kindness, +1 humor,

or dozens of other positive strengths at http://plusoneme.com, created by Clay

Johnson.

QUEST TO LEARN

(Chapter 7) Download sample curricula and assignments at the world’s

first game-based public school, developed by the Institute of Play, at http://

q2l.org.

SPORE CREATURE CREATOR

(Chapter 13) Contribute to the Spore galaxy by creating your own Spore

creature for free at Maxis/Electronic Arts’ www.spore.com.

SUPERBETTER

(Chapter 7) To learn the rules for this injury or illness recovery game, or to

share them with friends and family, visit www.superbetter.org.

SUPERSTRUCT

(Chapter 14) To view the archive of this future-forecasting game, created by

the Institute for the Future, go to www.superstructgame.org. To learn more

about the game and download game results, visit the Superstruct blog archive

at http://iftf.org/search/node/superstruct.

Appendix | 363

TOMBSTONE HOLD ’EM

(Chapter 10) To learn the rules of this cemetery poker game, invented by Jane

McGonigal for 42 Entertainment, visit www.avantgame.com/tombstone.

TOP SECRET DANCE-OFF

(Chapter 10) You can view the first prototype of this dance adventure game,

developed by Jane McGonigal, at http://topsecret.ning.com. Future versions

of the game will be announced at www.realityisbroken.org.

WORLD WITHOUT OIL

(Chapter 14) Explore a week-by-week replay of the peak-oil simulation,

presented by ITVS and produced by Writer Guy, or download lesson plans

for teachers, at http://worldwithoutoil.org.

Notes

1. Suits, Bernard. The Grasshopper: Games, Life and Utopia (Ontario, Canada: Broadview Press, 2005), 159.

INTRODUCTION 1. Castronova, Edward. Exodus to the Virtual World (New York: Palgrave Macmillan, 2007), xiv–xvii.

This condensed passage from the preface appears with the permission of the author. 2. “China Bars Use of Virtual Money for Trading in Real Goods.” Press release from the Ministry of

Commerce, People’s Republic of China, June 29, 2009. http://english.mofcom.gov.cn/aarticle/news release/commonnews/200906/20090606364208.html.

3. “Newzoo Games Market Report: Consumer Spending in US, UK, GER, FR, NL, & BE.” Newzoo, Amsterdam, May 2010. http://corporate.newzoo.com/press/GamesMarketReport_FREE_030510 .pdf; “Games Segmentation 2008 Market Research Report.” The NPD Group, May 2010. http:// www.npd.com/press/releases/press_100527b.html.

4. These regional statistics are drawn from a variety of industry reports and market research studies conducted over the past three years, as follows: “An Analysis of Europe’s 100 Million Active Gamers.” Strategy Analytics, September 2008. http://www.strategyanalytics.com/reports/ix7hx8in7j/single.htm; “IA9 Interactive Australia 2009.” National research prepared by Bond University for Interactive Games & Entertainment Association, August 2009. www.igea.net/wp.../2009/08/IA9-Interactive­ Australia-2009-Full-Report.pdf; “Online Games Market in Korea.” Pearl Research, July 2009. http:// www.researchandmarkets.com/reportinfo.asp?report_id=1208384; “Games Market Summary: Rus­ sia.” Prepared by Piers Harding-Rolls for Games Intelligence/Screen Digest, June 2010. http://www .screendigest.com/intelligence/games/russia/games_intel_russia_100/view.html?start_ser=gi&start_ toc=1; “Emerging Markets for Video Games.” Chris Stanton-Jones for Games Intelligence/Screen Digest, March 2010. http://www.screendigest.com/reports/10_03_18_emerging_markets_video_ games/10_03_18_emerging_markets_video_games/view.html; “Online Games Market in Vietnam.” Pearl Research, November 2008. http://www.mindbranch.com/Online-Games-Vietnam-R740-14/; “Study: Vietnam, India Gaming Population To Hit 25 Million By 2014.” Pearl Research, March 2010. http://www.gamasutra.com/view/news/27525/Study_Vietnam_India_Gaming_Population_ To_Hit_25Million_By_2014.php; “Gaming Business in the Middle East.” Game Power 7 Research Group, February 2010. http://images.bbgsite.com/news/download/gaming_business_in_the_ middle_ east_KOGAI_2009.pdf; Menon, Naveen. “Insights on Mobile Gaming in India.” Vital

Notes | 365

Analytics. March 2009. http://www.telecomindiaonline.com/telecom-india-daily-telecom-insights­ on-mobile-gaming-in-urban-india.html. “The Global Entertainment & Media Outlook: 2010-2014.” PricewaterhouseCoopers, June 2010. http://www.pwc.com/gx/en/global-entertainment-media-out­ look. The gamer market statistics are constantly changing; the global trends are upward in every country, so higher numbers are likely to be accurate for each region with each passing year since the studies were published.

5. “Major Findings of the 2008 Annual Review & Five-Year Forecast Report on China’s Video Game Industry.” Niko Partners Research, San Jose, May 2, 2008. www.nikopartners.com/pdf/npr_050208 .pdf.

6. “Games Segmentation 2008 Market Research Report.” The NPD Group. 7. Dromgoole, Sean. “A View from the Marketplace: Games Now and Going Forward.” GameVision

Europe Ltd., March 2009. http://www.scribd.com/doc/13714815/Sean-Dromgoole-CEO-Some­ Research-Gamevision.

8. In 2009, the annual spending on games in the United States was $25.3 billion; in the United King- dom, it was £3.8 billion; in Germany, 3.7 billion euros; and in France, 3.6 billion euros. “Newzoo Games Market Report.”

9. Rawlinson, George, trans., with Henry Rawlinson and J. G. Wilkinson. The History of Herodotus: A New English Version (New York: D. Appleton, 1861), 182. http://www.archive.org/stream/ historyofherodot01herouoft#page/n5/mode/2up.

10. The first such taxes have already been proposed; for example, in Texas in 2006 and by lawmakers in New Mexico in 2008. Reported in “Texas Politician Proposes 100 Percent Game Tax.” GameSpot, January 25, 2006. http://www.gamespot.com/news/6143114.html; and “New Mexico’s Videogame Nanny Tax.” CNET News, February 11, 2008. http://news.cnet.com/New-Mexicos-video-game­ nanny-tax/2010-1043_3-6229759.html.

11. “Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data.” Entertain­ ment Software Association, June 16, 2010. http://www.theesa.com/facts/pdfs/ESA_Essential_Facts_ 2010.PDF.

12. Reinecke, Leonard. “Games at Work: The Recreational Use of Computer Games During Work Hours.” Cyberpsychology, Behavior, and Social Networking [formerly CyberPsychology & Behavior], August 2009, 12(4): 461–65. DOI: 10.1089/cpb.2009.0010.

13. Fahey, Rob. “It’s Inevitable: Soon We Will All Be Gamers.” The Times (UK), July 7, 2008. http:// www.timesonline.co.uk/tol/comment/columnists/guest_contributors/article4281768.ece.

PART I 1. Csíkszentmihályi, Mihály. Beyond Boredom and Anxiety: The Experience of Play in Work and Games

(San Francisco: Jossey-Bass, 1975), 206.

CHAPTER 1 1. Suits, The Grasshopper, 38. Katie Salen and Eric Zimmerman were among the first game research­

ers to outline these three characteristics as essential to a game, drawing on the work of Bernard Suits. I am indebted to them, as are many other game designers and researchers, for drawing attention to Suits’ definition. Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals (Cambridge: MIT Press, 2004).

2. Tetris has been named “The Greatest Game of All Time” by Electronic Gaming Monthly, Issue 100, among others. “The Best Videogames in the History of Humanity,” an extraordinary compilation of greatest-games lists compiled by J. J. McCullough, can be found at http://www.filibustercartoons. com/games.htm.

3. A master’s thesis written proving that Tetris is literally unwinnable: Brzustowski, John. “Can You Win at Tetris?” University of British Columbia, Master of Science, Mathematics, 1992. http://www.iam .ubc.ca/theses/Brzustowski/brzustowski.html.

366 | Notes

4. Csíkszentmihályi, Beyond Boredom and Anxiety, 36. 5. Carse, James P. Finite and Infinite Games: A Vision of Life as Play and Possibility (New York: Free

Press, 1986), 3. 6. Sutton-Smith, Brian. Ambiguity of Play (Cambridge: Harvard University Press, 2001), 198. 7. This kind of real-time data collection helps researchers collect much better data than traditional

surveys or questionnaires. It’s much easier to report your activity and mood in the moment than to try to remember what you were doing and feeling hours or days afterward.

8. Csíkszentmihályi, Mihály. Flow: The Psychology of Optimal Experience (New York: Harper Peren­ nial, 1991). See also: Csíkszentmihályi, M. “Optimal Experience in Work and Leisure.” Journal of Personality and Social Psychology, 1989, 56(5): 815–22; Csíkszentmihályi, M., and R. Kubey. “Tele­ vision and the Rest of Life: A Systematic Comparison of Subjective Experience.” Public Opinion Quarterly, 1981, 45: 317–28; and Kubey, R., R. Larson, and M. Csíkszentmihályi. “Experience Sampling Method Applications to Communication Research Questions.” Journal of Communica­ tion, 1996, 46(2): 99–120.

9. Kash, Thomas, et al. “Dopamine Enhances Fast Excitatory Synaptic Transmission in the Extended Amygdala by a CRF-R1-Dependent Process.” Journal of Neuroscience, December 17, 2008, 28(51): 13856–65. DOI: 10.1523/JNEUROSCI.4715-08.2008.

10. Gregory, Erik M. “Understanding Video Gaming’s Engagement: Flow and Its Application to Inter­ active Media.” Media Psychology Review, Issue 1, 2008. http://www.mprcenter.org/mpr/index .php?option=com_content&view=article&id=207&Itemid=163.

11. Yee, Nick. “MMORPG Hours vs. TV Hours.” The Daedalus Project: The Psychology of MMOR­ PGS, March 9, 2009, vol. 7–1. http://www.nickyee.com/daedalus/archives/000891.php.

12. Ben-Shahar, Tal. Happier: Learn the Secrets to Daily Joy and Lasting Fulfillment (New York: McGraw-Hill, 2007), 77.

13. Nicole Lazzaro deserves the credit for introducing this term to the game industry via her presenta­ tions at the annual Game Developers Conference.

14. Hoeft, Fumiko, et al. “Gender Differences in the Mesocorticolimbic System During Computer Game-Play.” Journal of Psychiatric Research, March 2008, 42(4): 253–8. http://spnl.stanford.edu/ publications/pdfs/Hoeft_2008JPsychiatrRes.pdf.

CHAPTER 2 1. Csíkszentmihályi, Beyond Boredom and Anxiety, xiii. 2. Ibid., 37. 3. Ibid., 1, 197. 4. “Study: Women Over 40 Biggest Gamers.” CNN, February 11, 2004. http://edition.cnn.com/2004/

TECH/fun.games/02/11/video.games.women.reut/index.html. 5. Sutton-Smith, Brian, and Elliot Avedon, eds. The Study of Games (New York: Wiley, 1971). 6. Thompson, Clive. “Halo 3: How Microsoft Labs Invented a New Science of Play.” Wired, August

21, 2007. http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo. 7. Sudnow, David. Pilgrim in the Microworld (New York: Warner Books, 1983), 41. Full text available

online at http://www.sudnow.com/PMW.pdf. 8. Ibid., 35. 9. Ibid., 9.

10. Ibid., 20. 11. Corey Lee M. Keyes explains how flow fits into the bigger picture of positive psychology in “What

Is Positive Psychology?” CNN, January 24, 2001. http://archives.cnn.com/2001/fyi/teachers.tools/01/ 24/c.keyes/.

12. Hoeft, Fumiko, et al., “Gender Differences.” 13. Thompson, Clive. “Battle with ‘Gamer Regret’ Never Ceases.” Wired, September 10, 2007. http://

www.wired.com/gaming/virtualworlds/commentary/games/2007/09/gamesfrontiers_0910?current Page=all.

Notes | 367

14. Jenkins, David. “Chinese Online Publishers Sign ‘Beijing Accord.’” Gamasutra News, August 24, 2005. http://www.gamasutra.com/php-bin/news_index.php?story=6312.

15. Lyubomirsky, S., K. M. Sheldon, and D. Schkade. “Pursuing Happiness: The Architecture of Sus­ tainable Change.” Review of General Psychology, 2005, 9: 111–31; and Sheldon, K. M., and S. Lyu­ bomirsky. “Is It Possible to Become Happier? (And if So, How?)” Social and Personality Psychology Compass, 2007, 1: 1–17.

16. Originally described by Brickman and Campbell in “Hedonic Relativism and Planning the Good Society.” In M. H. Apley, ed., Adaptation Level Theory: A Symposium (New York: Academic Press, 1971), 287–302. Most recently assessed in Bottan, Nicolas Luis, Pérez Truglia, and Ricardo Nicolás. “Deconstructing the Hedonic Treadmill: Is Happiness Autoregressive?” Social Science Research Network, January 2010. http://ssrn.com/abstract=1262569.

17. The term “autotelic” was originally coined by Csíkszentmihályi in Beyond Boredom and Anxiety, 10. 18. Lyubomirsky, Sonja. The How of Happiness: A Scientific Approach to Getting the Life You Want

(New York: Penguin Press, 2008), 64. 19. Nelson, Debra L., and Bret L. Simmons. “Eustress: An Elusive Construct, and Engaging Pursuit.”

Research in Occupational Stress and Well-being, 2003, 3: 265–322. 20. I owe credit to Chris Bateman for enlightening me about the neurochemical basis for fiero, in “Top

Ten Videogame Emotions.” Only a Game, April 9, 2008. http://onlyagame.typepad.com/only_a_ game/2008/04/top-ten-videoga.html.

21. Berns, G. S. “Something Funny Happened to Reward.” Trends in Cognitive Sciences, 2004, 8(5): 193–94. DOI: 10.1016/j.tics.2004.03.007.

22. Keltner, Dacher. Born to Be Good: The Science of a Meaningful Life (New York: Norton, 2009), 219–20.

23. Ibid., 250–69. 24. Gilbert, Elizabeth. Eat, Pray, Love (New York: Viking, 2006), 260. 25. Many of the studies whose results I’ve based this set of intrinsic rewards on are reviewed in the fol­

lowing books: Martin Seligman’s Authentic Happiness and Learned Optimism; Seligman and Chris­ topher Peterson’s Character Strengths and Virtues; Sonja Lyubomirsky’s The How of Happiness; Tal Ben-Shahar’s Happier; Jean M. Twenge’s Generation Me; Mihály Csíkszentmihályi’s Beyond Bore- dom and Anxiety; and Eric Weiner’s The Geography of Bliss.

26. Lyubomirsky, The How of Happiness, 16.

CHAPTER 3 1. That’s a back-of-the-envelope calculation—derived from adding up the average number of subscrib­

ers each year since 2004, ranging from 2 million to 11.5 million, times the average hours per player according to Blizzard statistics and Stanford University research, added up through early 2010. This isn’t a precise way to measure gameplay, but even with a margin of error of as much as 50 percent, we’re still talking about gameplay on the magnitude of millions of years.

2. In 2008, scientists discovered fossils suggesting man’s earliest upright ancestors date to 6 million years ago. Richmond, Brian G., and William L. Jungers. “Orrorin tugenensis Femoral Morphology and the Evolution of Hominin Bipedalism.” Science, March 21, 2008, 319(5870): 1662. DOI: 10.1126/ science.1154197.

3. Nielsen reports seventeen hours per week per World of Warcraft player, while a Stanford researcher reports twenty-two hours; other studies confirm consistent numbers in this range. “Online Games Battle for Top Spot.” BBC News, December 26, 2007. http://news.bbc.co.uk/2/hi/technology/71560 78.stm; and “WoW Basic Demographics.” The Daedalus Project, 2009, vol. 7–1. http://www.nickyee .com/daedalus/archives/001365.php.

4. “Full Transcript of Blizzard 2010 Plans.” Activision Blizzard Fourth-Quarter Earnings, conference call, posted online by INC Gamers, February 11, 2010. http://www.incgamers.com/News/20949/ full-transcript-blizzard-2010-plans; and “World of Warcraft Expansion Shatters Sales Records.” PC Magazine, November 20, 2008. http://www.pcmag.com/article2/0,2817,2335141,00.asp.

368 | Notes

5. The term “blissful productivity” was first applied to WoW by a team of computer scientists at the Indiana University School of Informatics; they were studying the unusually high gaming stamina of WoW players, particularly in the face of what seemed like repetitive and often tedious tasks. Bardzell, S., J. Bardzell, T. Pace, and K. Reed. “Blissfully Productive: Grouping and Cooperation in World of Warcraft Instance Runs.” In Proceedings of the 2008 ACM Conference on Computer Supported Co­ operative Work, San Diego, November 8–12, 2008 (New York: ACM, 2008), 357–60. DOI: http:// doi.acm.org/10.1145/1460563.1460621.

6. Castronova, Exodus to the Virtual World, 124. 7. Cavalli, Earnest. “Age of Conan’s Maximum Level Only 250 Hours Away.” Wired, May 14, 2008.

http://www.wired.com/gamelife/2008/05/age-of-conans-m/. 8. “Why Questing Is the Fastest and Most Enjoyable Way to Level.” WoW Horde Leveling, January

23, 2007. http://wowhordeleveling.blogspot.com/2007/01/why-questing-is-fastest-and-most.html. 9. Cavalli, “Age of Conan’s Maximum Level.”

10. Lyubomirsky, The How of Happiness, 67. 11. “World of Warcraft: Wrath of Lich King Review.” GameSpot, November 13, 2008. http://www

.gamespot.com/pc/rpg/worldofwarcraftwrathofthelichking/review.html. 12. Seligman, Martin. Authentic Happiness (New York: Free Press, 2004), 40. 13. “Raiding for Newbies.” WoWWiki. http://www.wowwiki.com/Raiding_for_newbies. 14. “World of Warcraft: Phasing Explained.” MMORPG. September 28, 2008. http://www.mmorpg

.com/discussion2.cfm/post/2329941#2329941. 15. Calvert, Justin. “Wrath of Lich King Review.” Gamespot. November 13, 2008. http://www.gamespot

.com/pc/rpg/worldofwarcraftwrathofthelichking/review.html. 16. De Botton, Alain. The Pleasures and Sorrows of Work (New York: Pantheon, 2009), 80. 17. Crawford, Matthew. “The Case for Working with Your Hands.” New York Times Magazine, May 21,

2009. http://www.nytimes.com/2009/05/24/magazine/24labor-t.html. 18. Reinecke, Leonard, “Games at Work.” 19. De Botton, The Pleasures and Sorrows of Work, 260.

CHAPTER 4 1. Personal interview with Nicole Lazzaro, April 25, 2009. 2. Ravaja, Niklas, Timo Saari, Jari Laarni, Kari Kallinen, and Mikko Salminen. “The Psychophysiology

of Video Gaming: Phasic Emotional Responses to Game Events.” Changing Views: World in Play. Digital Games Research Association, June 2005. http://www.digra.org/dl/db/06278.36196.pdf.

3. The study was named #1 Finding in Games Research at the annual Game Developers Conference in 2006. References for all of the top studies can be found at http://www.avantgame.com/top10.htm.

4. “Can I Have My Life Back?” Player review of Super Monkey Ball, Amazon, July 1, 2002. http://www .amazon.co.uk/review/R27IJK4R3ITHIR/ref=cm_cr_rdp_perm/.

5. Thompson, Clive. “The Joy of Sucking.” Wired, July 17, 2006. http://www.wired.com/gaming/gam ingreviews/commentary/games/2006/07/71386?currentPage=all.

6. Koster, Raph. A Theory of Fun for Game Design (Phoenix: Paraglyph Press, 2004), 8–9. 7. Ibid., 40. 8. Ibid., 118. 9. Seligman, Martin. Learned Optimism: How to Change Your Mind and Your Life (New York: Free

Press, 1998), 164–66. 10. Ibid., 69. 11. Nesse, R. M. “Is Depression an Adaptation?” Archives of General Psychiatry, 2000, 57: 14–20. Full

text also available at http://www-personal.umich.edu/~nesse/Articles/IsDepAdapt-ArchGenPsy­ chiat-2000.pdf; and Kellera, M. C., and R. M. Nesse. “The Evolutionary Significance of Low Mood Symptoms.” Journal of Personality and Social Psychology, 2005, 91(2): 316–30. Full text also avail­ able at http://www-personal.umich.edu/~nesse/Articles/Keller-Nesse-EvolDepSx-JPSP-2006.pdf.

12. Lyubomirsky, The How of Happiness, 213.

Notes | 369

13. “Rock Band Franchise Officially Surpasses $1 Billion in North American Retail Sales, According to the NPD Group.” Company press release, New York, March 26, 2009. http://www.rockband.com/ news/one_billion_dollars.

14. Davies, Chris. “Pro Drum Kit Mod into Full-Size Rock Band Controller.” Slash Gear, January 11 2009. http://www.slashgear.com/pro-drum-kit-mod-into-full-size-rock-band-controller-119585/.

15. “Guitar Hero II: Playing vs. Performing a Tune.” Ludologist. http://www.jesperjuul.net/ludo logist/?p=312; and “In Rock Band, Actually Play Drums and Sing.” Ludologist. http://www.jesper juul.net/ludologist/?p=412.

16. Lang, Derrik J. “Rock Band 2 Will Include New Instruments, Online Modes, Songs.” Associated Press, June 30, 2008. Accessible at http://www.usatoday.com/tech/gaming/2008-06-30-rock-band-2_N.htm.

17. Brightman, James. “Guitar Hero, Rock Band Players Showing Increased Interest in Real Instru­ ments.” GameDaily, November 25, 2008. http://www.gamedaily.com/games/rock-band-2/playsta tion-3/game-news/guitar-hero-rock-band-players-showing-increased-interest-in-real-instruments/.

18. Seligman, Learned Optimism, 174.

CHAPTER 5 1. The gameplay is so similar, in fact, Lexulous (formerly known as Scrabulous) barely survived a

copyright infringement lawsuit by the creators of the original board game. Timmons, Heather. “Scrabble Tries to Fight a Popular Impostor at Its Own Game.” New York Times, April 7, 2008. http:// www.nytimes.com/2008/04/07/technology/07scrabulous.html.

2. McDonald, Thomas. “Absolutely Scrabulous!” Maximum PC, September 24, 2008. http://www .maximumpc.com/article/%5Bprimary-term%5D/absolutely_scrabulous.

3. “What Happened to Scrabulous?” New Home of Suddenly Susan, September 26, 2008. http://des­ peratelyseekingsuddenlysusan.wordpress.com/2008/09/26/what-happened-to-scrabulous/.

4. For example: “Facebook Friends?,” screenshot taken March 27, 2009. http://www.flickr.com/photos/ bennynerd/3389278659/; “Baby’s First Scrabulous Game,” screenshot taken February 28, 2008. http://www.flickr.com/photos/chickitamarie/2299675218/; and “Online Scrabble with Mom,” screenshot taken April 15, 2009. http://www.flickr.com/photos/jaboney/3444811350/.

5. “Domination,” screenshot taken May 14, 2008. http://www.flickr.com/photos/yummiec00kies/ 2494160470/.

6. “The Big Pic+ure of my #U+$@(< Kicking,” screenshot taken May 27, 2008. http://www.flickr.com/ photos/hemantvt83/2529818600/.

7. “Stepdaughter Spurns Scheduled Scrabulous.” Postcards from Yo Mama, February 19, 2009. http:// www.postcardsfromyomomma.com/2009/02/19/stepdaughter-spurns-scheduled-scrabulous/.

8. “Loving Scrabulous,” screenshot taken August 12, 2007. http://www.flickr.com/photos/etches-john son/1095923577/.

9. “Funny Lexulous Game,” screenshot taken July 11, 2009. http://www.flickr.com/photos/avantgame/ 3710408343/in/photostream/.

10. “Bring It, Ben!,” screenshot taken April 10, 2008. http://www.flickr.com/photos/kendalchen/ 2404592798/.

11. Brophy-Warren, Jamin. “Networking Your Way to a Triple-Word Score.” Wall Street Journal, October 13, 2007. http://online.wsj.com/public/article_print/SB119222790761657777.html.

12. Weiner, Eric. The Geography of Bliss (New York: Twelve, 2008), 325. 13. Ibid., 114. 14. McElroy, Griffin. “FarmVille Community Surpasses 80 Million Players.” Joystiq, February 20, 2010.

http://www.joystiq.com/2010/02/20/farmville-community-surpasses-80-million-players/; and Farm- Ville Application Info, AppData, accessed March 2010. Current statistics available at http://www .appdata.com/facebook/apps/index/id/102452128776.

15. “The Most Intense Game of Scrabulous Ever,” screenshot taken June 3, 2008. http://www.flickr .com/photos/mariss007/2547926935/.

16. “Online Scrabble with Mom.”

370 | Notes

17. “My Amazing Lexulous Score—87 points!,” screenshot taken June 12, 2009. http://www.flickr.com/ photos/sour_patch/3621419260/.

18. “Pwn.” Wikipedia entry, accessed May 1, 2010. http://en.wikipedia.org/wiki/Pwn. 19. Keltner, Born to Be Good, 163. 20. “WarioWare: Smooth Moves Review.” GameSpot, January 12, 2007. http://www.gamespot.com/wii/

puzzle/wariowaresmoothmoves/review.html. 21. Bateman, “Top Ten Videogame Emotions.” 22. Ibid. 23. Ekman, Paul. Emotions Revealed: Recognizing Faces and Feelings to Improve Communication and

Emotional Life (New York: Times Books, 2003), 197. 24. Seligman, Learned Optimism, 282. 25. Ibid., 282, 284. 26. Jenkins, Henry. “Reality Bytes: Eight Myths about Videogames Debunked.” The Videogame Revo­

lution, PBS, 2005. http://www.pbs.org/kcts/videogamerevolution/impact/myths.html. 27. “Braid Review.” IGN, August 4, 2008. http://xboxlive.ign.com/articles/896/896371p1.html. 28. “Braid Is Now Live.” Official Braid blog, August 5, 2008. http://braid-game.com/news/?p=255. 29. “Braid Thrives on Live.” Edge, August 13, 2008. http://www.edge-online.com/news/braid-thrives-live. 30. Ducheneaut, Nicolas, Nicholas Yee, Eric Nickell, and Robert J. Moore. “Alone Together? Exploring

the Dynamics of Massively Multiplayer Online Games.” In Conference Proceedings on Human Factors in Computing Systems, CHI 2006, Montreal, Canada, April 22–27, 2006, 407–16. http:// www.nickyee.com/pubs/Ducheneaut,%20Yee,%20Nickell,%20Moore%20-%20Alone%20To­ gether%20(2006).pdf.

31. Short, J., E. Williams, and B. Christie. The Social Psychology of Telecommunications (London: Wiley, 1976).

32. Morrill, Calvin, David A. Snow, and Cindy H. White. Together Alone: Personal Relationships in Public Spaces (Berkeley: University of California Press, 2005). The term “alone together” in the gaming context is inspired by this social theory text, which describes “social ties that paradoxically blend aspects of durability and brevity, of emotional closeness and distance, of being together and alone.”

33. “That’s Right! I Solo in Your MMOs!” Mystic Worlds, June 9, 2009. http://notadiary.typepad.com/ mysticworlds/2009/06/thats-right-i-solo-in-your-mmos.html.

34. Ibid. 35. Myers, David G. “The Secrets of Happiness.” Psychology Today, October 2009. http://www.psy

chologytoday.com/articles/199207/the-secrets-happiness?page=2. 36. Ito, Mizuko, et al. Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with

New Media (Cambridge: MIT Press, 2009), 195. 37. Cookman, Daniel. “Pick Your Game Community: Virtual, or Real?” Lost Garden, February 5, 2006.

http://lostgarden.com/2006/02/pick-your-game-community-virtual-or.html. 38. Ibid. 39. “12 Ways Video Games Actually Benefit ‘Real Life.’” Pwn or Die, May 12, 2009. http://www.pwnor

die.com/blog/posts/15739.

CHAPTER 6 1. “13 Billion Kills: Join the Mission.” Halo 3 forum, Bungie.net, February 20, 2009. http://www

.bungie.net/News/content.aspx?type=topnews&link=TenBillionKills. 2. Ibid. 3. “Players Attempt to Hit 7 Billion Kills While Halo 3 Killcount Exceeds Global Population.” Joystiq,

June 27, 2008. http://xbox.joystiq.com/2008/06/27/players-attempt-to-hit-7-billion-kills-while-halo-3­ killcount-ex/.

4. Leith, Sam. “Halo 3: Blown Away.” Telegraph, September 22, 2007. http://www.telegraph.co.uk/ culture/3668103/Halo-3-blown-away.html.

Notes | 371

5. “Campaign Kill Count: 10,000,000,000.” Halo 3 forum, Bungie.net, April 13, 2009. http://www .bungie.net/Forums/posts.aspx?postID=32064021&postRepeater1-p=3.

6. Ibid. 7. Ibid. 8. Seligman, Learned Optimism, 287. 9. “Bungie: 10 Billion Covenant Killed in Halo 3 . . . and Growing.” Joystiq, April 13, 2009. http://

xbox.joystiq.com/2009/04/13/bungie-10-billion-covenant-killed-in-halo-3-and-growing/. 10. “Halo 3 Review.” NZGamer, September 24, 2007. http://nzgamer.com/x360/reviews/538/halo-3.html. 11. Paul Pearsall. Awe: The Delights and Dangers of Our Eleventh Emotion (Deerfield Beach, Florida:

HCI, 2007), 193. 12. Keltner, Born to Be Good, 268. 13. Polack, Trent. “Epic Scale.” Gamasutra, July 16, 2009. http://www.gamasutra.com/blogs/Trent

Polack/20090716/2412/Epic_Scale.php. 14. Kuhrcke, Tim, Christoph Klimmt, and Peter Vorderer. “Why Is Virtual Fighting Fun? Motivational

Predictors of Exposure to Violent Video Games.” Paper presented at the annual meeting of the In­ ternational Communication Association, Dresden, Germany, May 25, 2009. http://www.allaca­ demic.com/meta/p91358_index.html.

15. “Return of the New Hotness.” Bungie.net, August 27, 2009. http://www.bungie.net/news/content.as px?type=topnews&link=NewHotness.

16. Kelly, Kevin. “Scan This Book!” New York Times, March 14, 2006. http://www.nytimes.com/2006/ 05/14/magazine/14publishing.html.

17. “Watch New Halo 3 Ad: ‘Two Soldiers Reminisce.’” Joystiq, September 22, 2007. http://www.joystiq .com/2007/09/22/watch-new-halo-3-ad-two-soldiers-reminisce/.

18. “Halo 3 Ad Brings Battle to Reality.” Escapist, September 12, 2007. http://www.escapistmagazine .com/forums/read/7.48542.

19. Crecente, Brian. “Halo Diorama May Tour Country.” Kotaku, September 13, 2007. http://kotaku .com/gaming/gallery/halo-diorama-may-tour-country-299470.php.

20. “Watch New Halo 3 Ad,” Joystiq. 21. “Hindsight: Halo 3.” Ascendant Justice, March 1, 2008. http://blog.ascendantjustice.com/halo-3/

hindsight-halo-3/. 22. Leith, “Halo 3: Blown Away.” 23. Curry, Andrew. “Gobekli Tepe: The World’s First Temple?” Smithsonian, November 2008. http://

www.smithsonianmag.com/history-archaeology/gobekli-tepe.html#ixzz0T0oKlRQ6. 24. McIntosh, Lindsay. “‘Neolithic Cathedral Built to Amaze’ Unearthed in Orkney Dig.” The Times

(UK), August 14, 2009. http://www.timesonline.co.uk/tol/news/uk/scotland/article6795316.ece. 25. Curry, “Gobekli Tepe.” 26. Ibid. 27. “Just the Right Sense of ‘Ancient.’” Xbox.com, February 19, 2002. www.xbox.com/en-US/games/

splash/h/halo/themakers3.htm. Referenced in Wikipedia entry, “Halo Original Soundtrack,” ac­ cessed May 1, 2010. http://en.wikipedia.org/wiki/Halo_Original_Soundtrack. Originally quoted in http://www.xbox.com/en-US/games/h/halo/themakers3.htm.

28. “NCAA Football 10 Review.” Team Xbox, IGN, July 10, 2009. http://r.views.teamxbox.com/xbox­ 360/1736/NCAA-Football-10/p1/.

29. Robertson, Margaret. “One More Go: Why Halo Makes Me Want to Lay Down and Die.” Offworld, September 25, 2009. http://www.offworld.com/2009/09/one-more-go-why-halo-makes-me.html.

30. “Halo 3 Wiki: About.” HaloWiki, version 22:53, February 13, 2009. http://halowiki.net/p/Main_Page. 31. “NCAA Football 10 Season Showdown.” Inside EA Sports, May 14, 2009. http://insideblog.easports

.com/archive/2009/05/14/ncaa-football-10-season-showdown.aspx. 32. Huizinga, Johan. Homo Ludens (Boston: Beacon Press, 1971), 446. 33. Gentile, Douglas A., Craig A. Anderson, Shintaro Yukawa, et al. “The Effects of Prosocial Video

Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Ex­ perimental Studies.” Personality and Social Psychology Bulletin, 2009, 35: 752–63.

372 | Notes

34. “Some Video Games Can Make Children Kinder and More Likely to Help.” Science Daily, June 18, 2009. http://www.sciencedaily.com/releases/2009/06/090617171819.htm.

35. Maslow, Abraham. Motivation and Personality (New York: Harper Collins, 1987), 113.

CHAPTER 7 1. Personal website of Kevan Davis, accessed May 1, 2010. http://kevan.org/cv. 2. “Chore Wars Player Testimonials.” Chore Wars. http://www.chorewars.com/testimonials.php. 3. McGonigal, Jane. This Might Be Game: Ubiquitous Play and Performance at the Turn of the Twenty-

First Century. Dissertion for the PhD in Performace Studies at the University of California, Berkeley. 2006. http://avantgame.com/McGonigal_THIS_MIGHT_BE_A_GAME_sm.pdf

4. For example, the alternate reality game Why So Serious? by 42 Entertainment for The Dark Knight achieved an audience of more than 10 million people, according to the viral Dark Knight “Why So Serious?” case study. (viewable at http://www.youtube.com/watch?v=cD-HRI-N3Lg). The huge suc­ cess of this ARG can be attributed not only to excellent game design, but also to the global popular­ ity of the Batman movie franchise with which the game was linked.

5. Ito, Mizuko, Heather A. Horst, Matteo Bittanti, Danah Boyd, Becky Herr-Stephenson, Patricia G. Lange, C. J. Pascoe, and Laura Robinson, et al. “Living and Learning with New Media: Summary of Findings from the Digital Youth Project.” White paper, The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning, November 2008. http://digitalyouth.ischool. berkeley.edu/report.

6. Prensky, Marc. “Engage Me or Enrage Me: What Today’s Learners Demand.” Educause Review, September/October 2005, 40(5): 60. http://net.educause.edu/ir/library/pdf/erm0553.pdf.

7. King, Nigel S. “Post-Concussion Syndrome: Clarity Amid the Controversy?” British Journal of Psy­ chiatry, 2003, 183: 276–78.

8. Thompson, Bronwyn. “Goals and Goal Setting in Pain Management.” HealthSkills, December 1, 2008. http://healthskills.wordpress.com/2008/12/01/goals-and-goal-setting-in-pain-management/.

9. McGonigal, Jane. “SuperBetter: Or How to Turn Recovery into a Multiplayer Experience.” Avant Game, September 25, 2009. http://blog.avantgame.com/2009/09/super-better-or-how-to-turn-recov ery.html.

10. DeKoven, Bernie. “Creating the Play Community.” In The New Games Book (Garden City, NY: Doubleday, 1976), 41–42.

CHAPTER 8 1. “Key Findings from a Survey of Air Travelers.” Peter D. Hart Research Associates/The Winston

Group, May 30, 2008. http://www.poweroftravel.org/statistics/pdf/ki_dom_atp_summary.pdf. 2. Seligman, Learned Optimism, 17–30. 3. “Jetset: A Serious Game for iPhones.” VuBlog, February 16, 2009. http://blog.vudat.msu.edu/?p=232. 4. Day in the Cloud Challenge. Official website, accessed June 24, 2009. http://www.dayinthecloud

.com. 5. The correct answer is The Graduate, for the phrase “Mrs. Robinson, are you trying to seduce me?” 6. Creative submissions work differently from the puzzles; they don’t automatically unlock points while

you’re on the plane, because they have to be judged for creative merit by game masters on the ground. It’s a bit of delayed gratification in its current design, but you could easily imagine an up­ dated version that allows travelers waiting at boarding gates or buying tickets online, for example, to browse and rate submissions so that creative submissions would be rated before the players land.

7. “Day in the Cloud—Virgin Flight 921.” Onigame, June 24, 2009. http://onigame.livejournal.com/ 41979.html.

8. Ibid. 9. “Nike Plus Is a Statwhore Online Game That You Play by Running.” Ilxor.com, July 13, 2009. http://

www.ilxor.com/ILX/ThreadSelectedControllerServlet?boardid=67&threadid=73699.

Notes | 373

10. Fox, Jesse, and Jeremy N. Bailenson. “Virtual Self-Modeling: The Effects of Vicarious Reinforce­ ment and Identification on Exercise Behaviors.” Media Psychology, 2009, 12: 1–25. DOI: 10.1080/15213260802669474.

11. Donath, Judith. “Artificial Pets: Simple Behaviors Elicit Complex Attachments.” In Marc Bekoff, ed., The Encyclopedia of Animal Behavior (Santa Barbara, CA: Greenwood Press, 2004).

12. “How Often Do Foursquare Users Actually Check In?” Business Insider, May 7, 2010. http://www .businessinsider.com/how-often-do-foursquare-user-actually-check-in-2010-5.

13. “Left the House.” Product page on Split Reason. http://www.splitreason.com/product/622.

CHAPTER 9 1. Evans, Simon, and Simon Johnson. “The Comfort of Strangers.” Swarm Toolkit. http://swarmtoolkit.

net/index.php?option=com_content&task=view&id=18&Itemid=49. 2. E-mail interview with Simon Johnson, May 3, 2009. 3. Turner, Victor. Dramas, Fields, and Metaphors: Symbolic Action in Human Society (Ithaca: Cornell

University Press, 1975), 45. 4. “Necklace of the Subaltern Betrayer.” Ghosts of a Chance, September 15, 2008. http://ghostsofa

chance.com/main_site/index.php?p=object&id=1. 5. Bath, Georgina. “Ghosts of a Chance Alternate Reality Game Report.” Smithsonian American Art

Museum, Washington, D.C., November 6, 2008. http://ghostsofachance.com/GhostsofaChance_ Report2.pdf.

6. Simon, Nina K. “An ARG at the Smithsonian: Games, Collections, and Ghosts.” Museum 2.0, September 8, 2008. http://museumtwo.blogspot.com/2008/09/arg-at-smithsonian-games-collections. html.

7. Increased age is associated with negative qualities, such as decreases in stature, power, and cognitive ability, according to Mahzarin Banaji, who led the ageism studies at Harvard University. Published findings include Cunningham, W. A., M. K. Johnson, J. C. Gatenby, J. C. Gore, and M. R. Banaji. “Neural Components of Social Evaluation.” Journal of Personality and Social Psychology, 2003, 85: 639–49.

CHAPTER 10 1. Saba, Moussavi, Somnath Chatterji, et al. “Depression, Chronic Diseases, and Decrements in

Health: Results from the World Health Surveys.” The Lancet, September 8, 2007, 370(9590): 851–58. DOI: 10.1016/S0140-6736(07)61415-9.

2. Lyubomirsky, The How of Happiness, 14. 3. Ibid., 7. 4. Ibid., 72. 5. Ibid. 6. Seligman, Authentic Happiness, xii. 7. Weiner, The Geography of Bliss, 310. 8. Ben-Shahar, Happier, 165–66. 9. Williams, Sam. “Hack, Hackers and Hacking.” In Free as in Freedom: Richard Stallman’s Crusade

for Free Software (Sebastopol, CA: O’Reilly, 2002). Also available online at http://oreilly.com/open­ book/freedom/appb.html.

10. Caplan, Jeremy. “Hacking Toward Happiness.” Time, June 21, 2007. http://www.time.com/time/ magazine/article/0,9171,1635844,00.html.

11. I coined the term in 2007, but I’d already been doing it for years by then. I just needed a way to describe it to other technologists so they could start doing it, too. I introduced the term in a keynote at the Emerging Technology Conference (ETech) in San Diego, March 26–29, 2007, and again in a keynote at the Web 2.0 Expo in San Francisco, April 18, 2007.

12. Morrill, et al., Together Alone, 231.

374 | Notes

13. This claim is based on my review of the findings of positive-psychology research trials on acts of kindness, in which participants typically don’t know each other before being put in the cooperative test setting. It’s a perfect example of transitory sociality.

14. Keltner, Born to Be Good, 3. 15. Ibid., 7–8. 16. These rules were coauthored with Sean Stewart, the award-winning science fiction and fantasy au­

thor, during the Last Call Poker project. 17. Tad Friend, “The Shroud of Marin.” The New Yorker, August 29, 2005. 18. Davidson, Amy. “California Dying: Q&A with Tad Friend.” The New Yorker online, August 29, 2005.

http://www.newyorker.com/archive/2005/08/29/050829on_onlineonly01?currentPage=all. 19. Pujol, Rolando. “NYC Cemeteries Dying from Neglect.” AM New York, May 29, 2009. http://amny

.com/urbanite-1.812039/nyc-cemeteries-dying-from-neglect-1.1286733. 20. Weiner, The Geography of Bliss, 73. 21. Hecht, Jennifer Michael. The Happiness Myth: The Historical Antidote to What Isn’t Working Today

(New York: Harper One, 2008), 57. 22. Ibid., 58. 23. Ben-Shahar, Happier, 147–48. 24. Hecht, The Happiness Myth, 59. 25. Keltner, Born to Be Good, 195. 26. Quoted in Keltner, Born to Be Good, 186. 27. Hecht, The Happiness Myth, 298. 28. Csíkszentmihályi, Beyond Boredom and Anxiety, 102–21. 29. Keltner, Born to Be Good, 220. 30. Weiner, The Geography of Bliss, quoting John Stuart Mill, 74.

PART II I 1. Flugelman, Andrew. “The Player Referee’s Non-Rulebook.” In The New Games Book, 86.

CHAPTER 11 Portions of this chapter are drawn from “Engagement Economy: The Future of Massively Scaled Partici­ pation and Collaboration,” a Technology Horizons special report I created for the Institute for the Future in September 2008. The full original report, published by IFTF, is available at http://iftf.org/node/2306.

1. “How the Telegraph Investigation Exposed the MPs’ Expenses Scandal Day by Day.” Telegraph, May 15, 2009. http://www.telegraph.co.uk/news/newstopics/mps-expenses/5324582/How-the-Telegraph­ investigation-exposed-the-MPs-expenses-scandal-day-by-day.html.

2. Wintour, Patrick, and Nicholas Watt. “MPs’ Expenses: Critics Attack Censorship as Redactions Black Out Documents.” Guardian, June 19, 2009. http://www.guardian.co.uk/politics/2009/jun/18/ mps-expenses-censorship-black-out.

3. Jeff Howe. Crowdsourcing: Why the Power of the Crowd Is Driving the Future of Business (New York: Crown Business, 2008), 4–17.

4. Andersen, Michael. “Four Crowdsourcing Lessons from the Guardian’s (Spectacular) Expenses- Scandal Experiment.” Nieman Journalism Lab, June 23, 2009. http://www.niemanlab.org/2009/06/ four-crowdsourcing-lessons-from-the-guardians-spectacular-expenses-scandal-experiment/.

5. “Participation on Web 2.0 Websites Remains Weak.” Reuters, April 18, 2007. http://www.reuters .com/article/technologyNews/idUSN1743638820070418.

6. Wright, Steven, and Jason Groves. “Shameless MPs Try to Dodge Trial Using 1689 Law Which Protects Them from Prosecution.” Daily Mail, February 8, 2010. http://www.dailymail.co.uk/news/ article-1248688/MPs-expenses-Three-Labour-MPs-Tory-peer-charged-false-accounting .html#ixzz0ikXMZse6.

Notes | 375

7. Shirky, Clay. “Gin, Television, and Social Surplus.” Personal blog, April 26, 2008. http://www.shirky .com/herecomeseverybody/2008/04/looking-for-the-mouse.html.

8. Internet World Stats—Usage and Population Statistics, accessed December 31, 2009. http://www .internetworldstats.com/stats.htm.

9. “Wikipedia Is an MMORPG.” Wikipedia project, accessed May 1, 2010. http://en.wikipedia.org/ wiki/Wikipedia:Wikipedia_is_an_MMORPG.

10. Ibid. 11. Puente, Maria. “Learn, Fight Hunger, Kill Time All at Once at Freerice.com.” USA Today, January

23, 2008. http://www.usatoday.com/life/lifestyle/2008-01-23-freerice_N.htm. 12. The answer is “growing from the tip of a stem.” 13. “Frequently Asked Questions.” Free Rice. http://www.freerice.com/faq.html. 14. Anderson, Frank. “Can Videogames Make the World a Better Place?” BitMob, August 25, 2009.

http://bitmob.com/index.php/mobfeed/foldinghome-distributed-computing.html. 15. Pietzsch, Joachim. “The Importance of Protein Folding.” Horizon Symposia: Connecting Science

to Life, online project of the journal Nature. http://www.nature.com/horizon/proteinfolding/back ground/importance.html.

16. McElroy, Griffin. “Joystiq Set to Overtake G4 in Folding@home Leaderboards Tonight.” Joystiq, February 8, 2010. http://playstation.joystiq.com/tag/folding@home; and Stella, Shiva. “Sony Updates Folding@home for PS3 Folks Trying to Save the World.” Game Bump, December 19, 2007. http://www.gamebump.com/go/sony_updates_folding_home_for_ps3_folks_trying_to_save_the_ world.

17. Stasick, Ed. “Leave Your PS3 on for a Good Cause This Sunday Night!” Joystiq, March 21, 2007. http://playstation.joystiq.com/2007/03/21/leave-your-ps3-on-for-a-good-cause-this-sunday-night/.

18. Rimon, Noah. “Folding@home Petaflop Barrier Crossed.” PlayStation blog, September 19, 2007. http://blog.us.playstation.com/2007/09/foldinghome-petaflop-barrier-crossed/.

19. Khan, Shaan. “Turning In-Game Achievements into Real-World Action.” Thinkers & Doers, July 30, 2009. http://blogs.waggeneredstrom.com/thinkers-and-doers/2009/07/turning-in-game-achieve ments-in-real-world-action/.

20. Dumitrescu, Andrei. “PlayStation 3 Will Catch Up to the Xbox 360 in 2011.” Softpedia, August 5, 2009. http://news.softpedia.com/news/PlayStation-3-Will-Catch-Up-to-the-Xbox-360-in-2011-118402 .shtml.

21. Jacques, Robert. “Folding@home Clocks Up a Million PS3 Users.” V3, February 6, 2008. http:// www.v3.co.uk/vnunet/news/2208966/folding-home-clocks-million-ps3.

22. “Computer Game’s High Score Could Earn Nobel in Medicine.” RichardDawkins.net forum, May 11, 2008. http://forum.richarddawkins.net/viewtopic.php?f=5&t=44321.

23. The game was developed by doctoral student Seth Cooper and postdoctoral researcher Adrien Treuille, both in computer science and engineering, working with Zoran Popović, a University of Washington professor of computer science and engineering; David Baker, a UW professor of bio­ chemistry and Howard Hughes Medical Institute investigator; and David Salesin, a UW professor of computer science and engineering. Professional game designers provided advice during the game’s creation.

24. Fahey, Mike. “Humans Triumph Over Machines in Protein Folding Game Foldit.” Kotaku. August 6, 2010. http://www.kotaku.com.au/2010/08/humans-triumph-over-machines-in-protein-folding-game­ foldit/.

25. Cooper, Seth, Firas Khatib, et al., and Foldit players. “Predicting protein structures with a multi­ player online game.” Nature. August 2010. 466, 756–60. http://www.nature.com/nature/journal/ v466/n7307/full/nature09304.html.

26. Deci, Edward L., Richard Koestner, and Richard M. Ryan. “A Meta-Analytic Review of Experiments Examining the Effects of Extrinsic Rewards on Intrinsic Motivation.” Psychological Bulletin, November 1999, 125(6): 627–68. DOI: 10.1037/0033-2909.125.6.627.

27. “Job Listings.” Bungie.net, accessed May 1, 2010. http://www.bungie.net/Inside/jobs.aspx.

376 | Notes

CHAPTER 12 1. “Epic Win.” Urban Dictionary entry. http://www.urbandictionary.com/define.php?term=epic%20win. 2. Twitter replies to @avantgame from @tobybarnes, @changeist, and @incobalt, on November 4,

2009. 3. Many of The Extraordinaries’ microvolunteer missions are more like Amazon Mechanical Turk–style

human intelligence tasks—labeling, tagging, and sorting digital objects for museums, scientists, and government agencies, for example. This is important, but it doesn’t represent the epic win. In phone conversations with the founders of the project in early 2010, I learned that the company aims to focus on developing more real-world, mobile missions and rely less on online human intelligence tasks.

4. “Chat with an Extraordinary: Nathan Hand of Christel House.” The Extraordinaries blog, November 17, 2009. http://www.theextraordinaries.org/2009/11/chat-with-an-extraordinary-nathan-hand-of-chris tel-house.html.

5. Wenner, Melissa. “Smile! It Could Make You Happier.” Scientific American, September 2009. http:// www.scientificamerican.com/article.cfm?id=smile-it-could-make-you-happier.

6. “Chat with an Extraordinary,” The Extraordinaries blog. 7. Official Game Guide for The Sims 3. Prima Official Game Guides, June 2, 2009, 42. http://www

.primagames.com/features/sims3/. 8. Edelman, Joe. “Make a Wish.” Live talk, Ignite Amherst, September 22, 2009. http://igniteshow

.com/amherst. 9. Personal interview with Joe Edelman, July 12, 2008.

10. Edelman, “Make a Wish.” 11. Ibid. 12. Edelman, Joe. “Your Life: The Groundcrew Mission.” Groundcrew. http://groundcrew.us/papers/

your-life. 13. Edelman, Joe. “The Mobile Manifesto: How Mobile Phones Can Replace a Broken Economy.” Joe

Edelman blog, January 2009. http://nxhx.org/thoughts/manifesto.html. 14. Edelman, Joe. “Volunteering with Groundcrew.” Groundcrew. http://groundcrew.us/papers/volun

teering. 15. Jeyes, Dave. “Google Wants to Smarten Up Your Home with PowerMeter.” Tech.Blorge, February

10, 2009. http://tech.blorge.com/Structure:%20/2009/02/10/google-wants-to-smarten-up-your-home­ with-powermeter-2/.

16. Kho, Jennifer. “Adaptive Meter: Playing the Energy Conservation Game.” Earth2Tech, March 29, 2009. http://earth2tech.com/2009/03/29/playing-the-energy-conservation-game/.

CHAPTER 13 1. Richards, C. “Teach the World to Twitch: An Interview with Marc Prensky.” Futurelab, December

2003. www.futurelab.org.uk/resources/publications_reports_articles/web_articles/Web_Article578; and “Designing Games with a Purpose.” Communications of the ACM, August 2008, 51(8): 58–67. DOI: http://doi.acm.org/10.1145/1378704.1378719.

2. Tomasello, Michael. Why We Cooperate (Cambridge: MIT Press, 2009). 3. Tomasello, Michael, and Malinda Carpenter. “Shared Intentionality.” Developmental Science,

December 2006, 10(1): 121–125. 4. Rakoczy, Hannes, Felix Warneken, and Michael Tomasello. “The Sources of Normativity: Young

Children’s Awareness of the Normative Structure of Games.” Journal of Developmental Psychology, May 2008, 44(3): 875–81.

5. “Which Do You Prefer: Competitive or Cooperative Multiplayer?” Escapist, October 24, 2009. http://www.escapistmagazine.com/forums/read/9.151529.

6. Contreras, Paul Michael. “LittleBigPlanet Sets Another Milestone for Number of Levels.” PlaySta­ tion Lifestyle, November 20, 2009. http://playstationlifestyle.net/2009/11/20/littlebigplanet-sets-an other-milestone-for-number-of-levels/.

Notes | 377

7. Brunelli, Richard. “Grand Prize Winner: McDonald’s Brave New World.” AdWeek, December 1, 2008. http://www.adweek.com/aw/content_display/custom-reports/buzzawards/e3i9417c5a4a703467 d97b51be9e35149f8.

8. The term was coined by Sean Stacey, who runs Unfiction (www.unfiction.com), the leading com­ munity forum since 2003 for chaotic fiction and cross-media alternate reality games.

9. Peterson, Christopher, and Martin Seligman. Character Strengths and Virtues: A Handbook and Classification (New York: Oxford, 2004).

10. “The VIA Classification of Character Strengths.” The Values in Action (VIA) Institute, October 23, 2008. http://www.viacharacter.org/Classification/tabid/56/Default.aspx.

11. Tapscott, Don, and Anthony D. Williams. Wikinomics: How Mass Collaboration Changes Everything (New York: Portfolio, 2008), 33.

12. Ibid., x.

CHAPTER 14 1. Brand, Stewart. Whole Earth Discipline: An Ecopragmatist Manifesto (New York: Viking, 2009), 275,

298. 2. Brand, Stewart. “The Purpose of the Whole Earth Catalog.” Whole Earth Catalog, Fall 1968. Elec­

tronic version available at http://wholeearth.com/issue/1010/article/195/we.are.as.gods. 3. Brand, Whole Earth Discipline, 276. 4. Ibid., 298. 5. Ibid. 6. Ibid., 276. 7. “Jill Tarter and Will Wright in Conversation.” Seed, September 2, 2008. http://seedmagazine.com/

content/article/seed_salon_jill_tarter_will_wright/. 8. “Spore.” Wikipedia entry, accessed May 1, 2010. http://en.wikipedia.org/wiki/Spore. 9. For a history of the term “massively multiplayer forecasting games” and their development at the

Institute for the Future, see: “Institute for the Future Announces First Massively Multiplayer Fore- casting Platform.” Institute for the Future. Palo Alto: September 22, 2008. http://iftf.org/node/2319; “Massively Multiplayer Forecasting Games: Making the Future Real.” Institute for the Future. Palo Alto: September 7, 2008. http://iftf.org/node/2302.

10. Simon, Nina. “The Aftermath of the ARG World Without Oil.” Museum 2.0, July 27, 2007. http:// museumtwo.blogspot.com/2007/07/game-friday-aftermath-of-arg-world.html.

11. Cerulo, Karen. Never Saw It Coming: Cultural Challenges to Envisioning the Worst (Chicago: Uni­ versity of Chicago Press, 2006).

12. Gravois, John. “Think Negative!” Slate, May 16, 2007. http://www.slate.com/id/2166211. 13. “A to Z: A World Beyond Oil.” World Without Oil, May 31, 2007. http://community.livejournal.

com/worldwithoutoil/20306.html. 14. Guité, François. Quoted on “Buzz: World Without Oil,” World Without Oil. http://www.worldwith

outoil.org/metabuzz.htm. 15. “Everything Falls Apart—the End (Semi-OOG).” WWO player blog post, May 31, 2007. http://

fallingintosin.livejournal.com/12325.html. 16. “Fond and Sad Goodbye.” World Without Oil—The Texts, June 1, 2007. http://wwotext.blogspot

.com/2007/06/fond-and-sad-goodbye.html. 17. “Ending Thoughts (OOG).” WWO player blog post, May 31, 2007. http://monkeywithoutoil.

blogspot.com/2007/05/ending-thoughts-oog.html. 18. “New Chess Theory Not for Einstein: Scientist Denies Ever Playing ‘Three-Dimensional’ Game,

Even for Relaxation.” New York Times, March 28, 1936. 19. Ibid. 20. Reid, Raymond. “Chesmayne: History of Chess.” 1994. Accessible at http://www.chess-poster.com/

english/chesmayne/chesmayne.htm.

378 | Notes

21. Cascio, Jamais. “Super-Empowered Hopeful Individual.” Open the Future, March 2008. http:// openthefuture.com/2008/03/superempowered_hopeful_individ.html.

22. Friedman, Thomas. The Lexus and the Olive Tree: Understanding Globalization (New York: Farrar, Straus and Giroux, 1999), 381.

23. Ibid. 24. This particular saying is taken from “The Fifty-Year View,” Jamais Cascio’s April 2009 Ten-Year

Forecast presentation for the Institute for the Future. http://iftf.org/files/deliverables/50YearScenarios .ppt.

25. “Superstruct FAQ.” Institute for the Future, September 22, 2008. http://www.iftf.org/node/2096. 26. Demographic analysis by Kathi Vian for the 2009 Ten-Year Forecast report, presented at the annual

retreat. http://www.iftf.org/node/2762. 27. The Institute for the Future. www.iftf.org. 28. Hersman, Erik. “Solving Everyday Problems with African Ingenuity.” Africa Good News, February

2009. http://www.africagoodnews.com/innovation/solving-everyday-problems-with-african-ingenuity .html.

29. Becker, Gene. “The Long Game.” Superstruct, 2008. http://www.superstructgame.org/Superstruct View/510.

30. Internet World Stats—Usage and Population Statistics.

CONCLUSION 1. Yudkowsky, Eliezer. “If You Demand Magic, Magic Won’t Help.” Less Wrong, March 22, 2008.

http://lesswrong.com/lw/ou/if_you_demand_magic_magic_wont_help/. 2. That’s 5 million years dating back to the start of the hominid species timeline, at Australopithecus

ramidus. 3. “Archaeological Tree-Ring Dating at the Millennium.” Journal of Archaeological Research, Septem­

ber 2002, 10(3): 243–75. http://www.springerlink.com/content/hhv8qd78hh7r5pfb/. 4. “Ancient Etruscans Were Immigrants from Anatolia, or What Is Now Turkey.” European Society of

Human Genetics, press release, June 16, 2007. http://www.eurekalert.org/pub_releases/2007-06/ esoh-aew061307.php; see also Wade, Nicholas. “DNA Boosts Herodotus’ Account of Etruscans as Migrants to Italy,” New York Times, April 3, 2007. http://www.nytimes.com/2007/04/03/science/ 03etruscan.html.

Index

Page numbers in italics refer to illustrations.

actionable next steps, 55–57, 60, 71 adrenaline, 195 Africa, 294, 330–31, 338–40, 343 Age of Conan, 55 Age of Empires, 30 airline travel, 149–56, 347, 360, 361 AKQA, 281, 286, 361 algorithms, 22, 40, 41 alternate reality games (ARGs), 15, 115, 119–82,

187–215, 346, 347, 358, 359 for airline travel, 149–56, 347, 360, 361 based on Olympic Games, 279–93 better hope for success generated by, 125, 127,

130–32, 137, 139, 141–42, 291 closing generation gap in, 177–81 collaboration in, 130–31, 132, 154, 155, 156,

160, 174, 175–77, 179, 180, 196, 205, 279–93

creating new real-world communities with, 145, 168–82, 286, 347

creative accomplishment enabled in, 131, 132, 175–77, 180–81, 206

definitions of, 125–26 depression, anxiety and loneliness alleviated

with, 139, 141, 154, 155, 172, 178, 182, 184

developing individual strengths in, 130–32, 139, 288–92

difficult activities made more rewarding with, 145, 146–48, 149–52, 154–56, 157–64

in educational reform movement, 125, 127–32 empowerment in, 136, 137, 149, 152 epic meaning in, 125, 127, 131, 137, 142, 160,

176–77, 196 fear of failing as absent in, 130, 131, 132, 139 feedback systems in, 123, 126, 146–48,

156–57, 158–60, 161–63, 213 as global collaboratories, 279–93 happiness hacking with, 145, 187, 188–89,

191–201, 204–7, 208–15, 347 having more fun with strangers in, 168–82 heroic purpose in, 135, 136, 137, 140 for illness recovery, 134–42, 347, 362 main types of, 142 meaningful choice in, 122, 126, 129, 149, 152 meaningful rewards in, 120, 121, 123, 129–30,

138–39, 146–48, 150–51, 154, 155, 156, 158–62, 165–67, 209, 214, 347

museum membership reinvented with, 173–77 optimal experience design in, 126–27 quality-of-life goals of, 125–26, 142, 144–45,

151, 152, 155, 156 as renewing active community participation,

173, 176–77, 181 satisfying work generated in real life tasks by,

119–24, 125, 129–31, 151 social connections generated by, 125, 127, 136,

137, 140, 141, 142, 151, 154, 155, 156, 164–67, 194–96, 197, 205, 288

as social motivation platforms, 164–67, 360 tracking of progress in, 121, 135, 140, 142, 156,

157, 163

380 | Index

alternate reality games (cont.) typical game traits shared by, 126–27 video sharing in, 140, 141 wholehearted participation in, 124, 125,

126–27, 140, 141–42, 215, 347 ambient sociability, 89–91, 93–94 Andersen, Michael, 221–22 anxiety, 14, 32, 36, 113, 134, 149, 154, 155, 202,

203, 207, 349 Assassins, 191, 194 asynchronous gameplay, 79, 81, 93 Atari, 37, 39, 40, 42, 101 autotelic activities, 45–46, 47, 50, 226 avatars, 74, 120, 161, 262

ambient feedback of, 161–63 leveling up of, 54, 61, 120, 121, 123 in World of Warcraft, 44, 53, 54, 61

awe, 99, 103, 104, 105, 106, 107, 112, 113, 229, 231, 248, 249, 281, 320, 342

Bateman, Christopher, 87 Bejeweled, 30, 61 Ben-Shahar, Tal, 33, 186–87, 204 beta-endorphins, 48 Beyond Boredom and Anxiety

(Csíkszentmihályi), 35 blissful productivity, 53, 57, 59, 60, 61, 62–63,

80, 151, 246, 346 Blow, Jonathan, 88 Bogost, Ian, 150, 151, 191, 196, 359 Born to Be Good (Keltner), 99 Bounce, 173, 177–81, 359 Braid, 88, 93 Brain Age, 2, 30 Brand, Steward, 296–97, 298, 332 Breakout, 39–40, 41, 42, 43, 101 British parliament scandal, 219–24 Buffy the Vampire Slayer, 136, 137 Bungie, 96, 101, 102–3, 105, 109, 244–45 Bushman, Brad, 114 busywork, 30, 53, 54

Call of Duty: Modern Warfare 2, 272 cancer, 15, 233, 236–40 Card, Nick, 106 caretaking games, 162–63 Carse, James P., 25 Cascio, Jamais, 315, 316, 319 Castronova, Edward, 1, 3, 53 casual games, 61–63 cemeteries, 198–203, 204–7, 363 Cerulo, Karen, 309

Character Strengths and Virtues (Seligman and Peterson), 290

charter schools, 128–32 chess, 35, 40, 313–14, 342 China, 2, 3, 44, 50, 287, 292, 294, 339 Chore Wars, 119–24, 125, 126, 142, 359 Christel House, 253–55 Civilization, 297 collaboration, 13, 14, 15, 30–31, 75, 76, 266–95,

343, 344 in ancient games, 268, 349–51, 353 ARGs in, 130–31, 132, 154, 155, 156, 160, 174,

175–77, 179, 180, 196, 205, 279–93 cocreation in, 268, 271, 272, 273–76, 279, 284,

286, 288, 293, 309–10, 318, 320, 325–32, 333, 337, 338–39, 343, 348

collective intelligence in, 96, 108–10, 225–26, 228–31, 232, 245, 274, 275, 279, 283–85, 287–88, 293, 294, 302, 305, 314, 327, 328, 332

common ground in, 21, 268, 270, 350 definition of, 268 as distinctive human capability, 270–71 distinguishing individual strengths in, 130–31,

240, 288–92, 323–24, 325 evolution of games as platform of, 268–76 game industry innovations in, 272–76, 279,

293–94 games with epic scales of, 96, 98, 101, 108–10;

see also forecasting games; massive multiplayer collaboration projects

in MMORPGs, 53–54, 58, 76, 96, 98, 101–3, 107, 108–10, 274, 279–93

nongamer skills of, 276 shared intentionality in, 270, 272 three distinct kinds of effort in, 268, 269, 271,

276, 279, 286 see also collective intelligence

collaboration radar, 278, 291 collaboration superpowers, 265, 267–68,

276–79, 353 expanded efforts in developing of, 293–94 global collaboratories for building of, 279–93 ten-thousand hour reality fix and, 277, 279,

294–95 collaborative creation systems, 272, 273–74 collaboratories, 279–93, 340, 358

collective intelligence in, 283–85, 287–88, 293 global cooperation in, 283–88, 292, 293

collective commitment, 269 collective intelligence, 274, 279, 294

in collaboratories, 283–85, 287–88, 293

Index | 381

in forecasting games, 302, 305, 314, 327, 328, 332

in MMORPGs, 96, 108–10 Wikipedia as project of, 225–26, 228–31,

232, 245 see also human intelligence tasks

Come Out & Play festival, 171, 359 Comfort of Strangers, 168–71, 173, 359 “communitas,” 172–73, 181 community-building games, 168–82, 347, 361 computer and video games, 3, 4, 6, 8, 10–11,

13, 20, 37, 39, 133, 143, 201, 281, 333, 345, 353

addictive quality of, 4, 24, 28, 42, 43–44, 67, 79

algorithms in, 22, 40, 41 ambient sociability in, 89–91, 93–94, 273 average time spent on, 3–4, 6, 44, 51,

266–67, 348 casual forms of, 61–63 collaboration and cooperation in, 13, 14,

30–31, 53–54, 58, 75, 76, 96, 98, 101–3, 107, 108–10, 154, 155, 156, 160, 174, 175–77, 179, 180, 269–76, 279–93

collaboration innovations in, 272–76, 279 education reform and, 128–32 empowerment in, 3, 14, 30, 60, 63, 66, 67, 76,

98, 100–101, 104, 152, 229, 249, 250, 251, 252, 254–55, 259, 298–301, 315–16, 333–34, 336

enthralling power of, 8, 10–11 epic meaning in, 95–105, 107–12, 127, 160,

176–77, 229, 230–31, 235, 346 epic wins in, 247–49 as “escapist” entertainment, 6, 7, 11, 37 fun failure in, 30, 64–69, 71, 73–75, 76,

249, 346 gamer regret and, 43–44 as global collaboratories, 279–93 “god” and planetary-simulation, 297–302, 312 hard fun in, 32–33 hope for success in, 64–65, 67–72, 73, 74, 75,

76, 114, 127, 229, 248–49, 276, 291, 308, 315–16, 322, 346

leveling up in, 53, 54, 61, 123, 150–51, 159, 165, 332

mentoring in, 86–89, 93 as motivational platforms, 119–24, 157–62,

163–64 New Games theory as influence on, 143–44 positive activation in, 24, 37–38, 39–40,

41–42, 65, 127, 128, 152, 155

as pushing to limits of own abilities, 24, 27, 33, 40, 57, 111, 235, 346

real-life helpful behavior inspired by, 113–14 resource building in, 58–59, 60–61, 62, 63, 123 satisfying work in, 28–31, 52–63, 80, 81, 114,

119–24, 127, 229, 235, 346 social connections and rewards of, 28, 76,

77–94, 114, 127, 151, 154, 155, 156, 164–67, 168–82, 233, 254–55, 257, 263, 288, 346

sports genre in, 110–11 trash-talking in, 83–84, 85, 93, 272 work and reward cycle in, 41, 53, 61, 63,

120–21 see also games, gaming; online games; social

network games and applications; specific digital games

concept ARGs, 135–42 Cookman, Daniel, 91–92 co-op mode, 272–73, 293, 294 Crawford, Matthew, 59–60 Crecente, Brian, 103 crowd games, 187, 191–201, 204–7, 215, 347,

358, 363 dancing in, 208–14, 363 social connections in, 194–96, 197, 205,

214, 215 see also crowdsourcing projects; massive

multiplayer collaboration projects crowdsourcing projects, 220–46, 276, 339,

342, 347 citizen science research in, 236–42, 238,

246, 360 clear goals in, 222, 231, 245, 251 collaboration in, 220, 228, 229, 230, 246, 276 distributed computing initiatives in, 236–40 empowerment in, 249, 250, 251, 252, 254–55,

259, 265 epic meaning in, 230–31, 235, 239, 240, 246,

260, 261 feedback in, 229–30, 235, 262 for fighting diseases, 233, 236–42, 238 for fighting hunger, 233, 234–36, 360 fundraising in, 234–36 game-like structure of, 220–24, 228–31,

234–36, 238–41, 245–46, 249, 250, 251, 256, 259–60, 261–64

heroic purpose and extreme-scale goals in, 230–31, 239, 246, 249, 251, 261, 264

human intelligence tasks in, 220–46, 253 intrinsic rewards of, 232, 235–36, 243, 245,

263, 264

382 | Index

crowdsourcing projects (cont.) Investigate Your MP’s Expenses as, 220–24,

228, 232, 245, 253, 361 satisfying work in, 222, 229, 235, 246, 249,

259–60, 261 social connections in, 223, 230, 254–55, 263 social participation games and tasks in,

249–65, 348, 360, 361 sustainable engagement economy as crucial in,

243, 244–46, 248–49, 255, 259–60, 263 Wikipedia as, 225–26, 228–31, 245 see also massive multiplayer collaboration

projects Crowley, Dennis, 164 Cruel 2 B Kind (C2BK), 187, 191–97, 193, 213,

359–60 Csíkszentmihályi, Mihály, 17, 35–37, 40 Curry, Andrew, 106–7

dancing, 35, 40, 48, 183, 207–14 games of, 208–14, 347, 363

Davis, Kevan, 120, 359 Day in the Cloud, 149, 152–56, 360 death, thinking of, 183, 198, 200–201, 202,

203–7, 347 de Botton, Alain, 59, 62 DeKoven, Bernie, 144 Democratic Central African Republic (DCAR),

330–31 depression, 38, 134, 149, 187, 253

evolutionary origins of, 70 games in alleviating of, 14, 28, 32–33, 36,

70–71, 113, 139, 184, 346, 349 low-engagement activities and, 31–32

dice games, 6, 271, 349, 351, 353 discovery work, 30, 53, 54 distributed computing initiatives, 236–40 Donath, Judith, 163 dopamine, 47, 90 Dorsey, Richard, 263 DotSUB, 227, 253

EA Sports, 110, 111 EA Sports Active, 162 ecosystems thinking, 297–98, 299, 300, 301,

343, 348 Edelman, Joe, 255, 256–58, 259, 260, 261, 361 education, 14, 125, 127–32, 347, 362 Einstein, Albert, 313–14 Eklund, Ken, 304, 305, 310 Ekman, Paul, 87 emergensight, 278, 293

Emerson, Ralph Waldo, 117 emotional activation, 3, 4, 6, 35–36, 38–42, 46,

65, 127, 128, 152, 155 feedback systems and, 25, 36, 40, 41 fiero in, 33, 41, 42, 43, 44, 65–66, 122–23, 142 as fix for reality, 35–42, 45–52, 122–23, 127,

128, 142, 346 game design and, 37–38 intrinsic rewards of, 45–51 state of flow and, 24, 35–37, 38, 40, 41–42 of working at limit of abilities, 24, 33, 40

endorphins, 48, 207 energy crisis, 294, 334, 363

games as sparking creativity and activism in, 304, 306, 308–12, 315, 329, 336–37, 339

online conservation games for, 255–64, 361 environmental crisis, 14, 15, 294, 296–302,

314–15 epic scales, 49, 95–115, 135, 230–31, 353

as fix for reality, 97–98, 99–100, 108, 112–14, 125, 142, 346

of game context, 98, 100–104 of game environments, 98, 104–5, 107–8, 229 of game projects, 98, 108–10 of global collaboratories, 279–94, 340 of “god games,” 297–302 intrinsic rewards in, 96, 97–105, 108, 110, 111,

112–15, 130–31, 186 massive collaboration in, 96, 98, 101, 108–10 of Neolithic-era environments, 105–7 in sports genre, 110–11, 248 of world-changing massive collaboration

projects, 305, 308, 318, 319, 322, 340, 344, 346

epic wins, 247–49, 265, 351, 353 in social participation games, 249, 251, 253,

255, 257, 260, 261–62, 263, 265, 348 Etruscans, 352, 353 euphoria, 183, 207 eustress (positive stress), 32, 62, 130, 311 Evans, Simon, 169, 170, 171, 173, 359 Evokation Station, 338–39 EVOKE, 333–40, 334, 360 experience sampling method (ESM), 31–33 Extraordinaries, The, 249–52, 253–55, 260,

264–65, 360 extrinsic rewards, 45–47, 48, 50, 156

Facebook, 77, 78, 79, 80, 81, 83, 140, 150, 159, 161, 226, 323, 332

Fahey, Rob, 12 famine, 336, 349, 351–52

Index | 383

FarmVille, 30, 80–82, 93, 151 feedback systems, 21, 23, 27, 39, 60, 63, 75, 76,

126, 157, 163, 210, 213 ambient avatar, 161–63 in crowdsourcing projects, 229–30, 235, 262 intensity of, 25, 36, 40, 41 leveling up in, 53, 54, 61, 123, 147–48 in massive collaboration projects, 229–30, 307 phasing as form of, 58–59 positive failure in, 66–67 potential downfalls of, 156–57 in real-life activities, 146–48, 158–62, 164 three types of, 24

festivals, game, 171, 359, 361 fiero, 33, 41, 42, 43, 44, 65–66, 87, 114, 122–23,

137, 142, 156, 195, 196, 222, 248, 272 First Aid Corps, 250–52 flexible optimism, 69–71, 74, 75 Flickr, 78, 284 flow, state of, 24, 35–37, 38, 40–43, 44, 114, 235,

249 Folding@home, 233, 236–40, 238 Fold It!, 240–42, 245, 360 food crisis, 306, 321, 329–30, 336, 339 forecasting games, 302–13, 314–44, 348, 358, 362

on energy crisis, 302–13, 315, 321, 329, 334, 336–37, 339, 363

on food supply issues, 306, 321, 329–30, 339 long-term thinking in, 305, 324, 336,

340–43, 348 optimism in, 308, 311, 315–16, 322 organizing planetary change in, 317–33, 343 as raising public awareness, 310 on refugee crisis, 322, 330–31 social innovation skills in, 333–40, 360 strategies for keeping players engaged in,

307–8, 311 superstructures invented in, 325–32, 340–43 worst-case scenarios imagined in, 308–10 see also world-changing games

Foursquare, 164–67, 360 Free Rice, 233, 234–36, 245, 360 Friedman, Thomas, 316 Friend, Tad, 202 fun failure, 30, 63, 64–69, 71, 73–75, 76, 139,

249, 346, 365

game communities, 112, 145, 243, 286 collaborative culture in, 272–76, 294 collective intelligence in, 96, 101, 108–10,

274, 275, 283–85, 287–88, 293, 314, 327, 328, 332

creating of, 168–82 in crowdsourcing and massive collaboration

projects, 230, 239 discussion forums in, 44, 88, 101, 108, 109,

175–76, 230, 239, 248, 275, 283, 332 user profiles in, 101–3, 158–59, 323–24, 337

game consoles, 3, 4, 20, 237–38, 294 Game Developers Conference, 9, 64, 143 game industry and design, 7, 10–11, 13, 24, 26,

29, 33, 37, 64, 68, 87, 114, 115, 158, 312, 345

addiction dilemma and, 43–44 collaboration innovations in, 272–76, 279,

293–94 emotional evolution of, 37–38 epic aesthetics employed in, 99–111, 112 growth of, 4, 7 positive psychology and happiness engineering

in, 37–38, 144–45, 346 gameplay emotions, 14, 28–34, 79, 151, 152, 349,

354 ambient sociability and, 89–91, 93–94 awe in, 99, 103, 104, 105, 107, 112, 229, 248,

249, 320, 342 empowerment in, 3, 14, 30, 60, 63, 66, 67, 76,

98, 100–101, 104, 136, 137, 149 eustress in, 32, 62, 130, 311 fiero in, 33, 41, 42, 43, 44, 65–66, 87, 114,

122–23, 137, 142, 156, 195, 196, 222, 248, 272

in fun failure, 64–67, 74 happy embarrassment in, 83–86 hard fun and, 32–33 industry research on, 37–38 neurochemical reactions in, 33, 38, 40, 43, 205 prosocial, 82–89, 269 relentless optimism in, 28, 32, 36, 38, 64–65,

67–72, 73, 74, 75, 76, 248, 249, 346 satisfying work in provoking of, 28–34, 35, 53,

54, 57, 60, 61, 62, 63 state of flow in, 24, 35–37, 38, 40–43, 44, 114,

235, 249 vicarious pride in, 83, 86–89 see also emotional activation

gamer regret, 43–44 gamers, 2–5, 7, 37, 50, 75, 353

addiction of, 43–44 collaboration skills and superpowers of, 230,

267–68, 269–70, 271, 276, 279, 280, 293, 294

creative abilities of, 240, 241, 242 cultural bias against, 19–20, 24, 27, 34, 76

384 | Index

gamers (cont.) diverse demographic of, 2, 11–12 Einstein as, 313–14 emotional advantages and skills conferred on,

10, 69, 71, 75, 79, 94 epic wins of, 247–49 fun failure of, 64–69, 71, 73–75, 76, 249 growing numbers of, 3–4, 11–12 helpful behavior displayed by, 113–14 interest in music of, 75 “mass exodus” of, 1, 2, 3, 4–5, 7, 51 neurochemical reactions in, 33, 38, 40, 43 planet craft skills of, 297–98 problem-solving abilities of, 240, 241–42 real-world causes taken up by, 233, 234–36,

246, 311–12 ten-thousand-hour theory and, 267, 274, 348 as valuable source of participation bandwidth,

232–36, 238–42, 246 volunteering by, 249–52, 256–65

Gobekli Tepe, 105–6, 107 “god games,” 297–302, 312 golf, 22–23, 342 good game community, 230–31 good game mechanics, 229–30 Google Apps, 153, 360 Google Docs, 226, 273 graveyard games, 197–201, 204–7, 363 Greece, ancient, 5, 10, 203, 281–93, 342 Groundcrew, 255–61, 264–65, 278, 361 Guardian, 220, 222, 224, 232, 361 Guitar Hero series, 2, 75 Gun, 201, 204 Gupta, Vinay, 331

“hacking,” 187–88 Halo 3, 2, 95–97, 98, 99, 112

collaborative creation system in, 274 collaborative knowledge projects in, 108–10 epic context of, 100, 101–4 epic environment of, 104–5, 107–8

Hand, Nathan, 254 Happier (Ben-Shahar), 187, 204 happiness, 10, 13, 14, 28–34, 35–38, 39, 40–43,

44, 62, 65–66, 67–72, 73, 74, 75, 82–89, 113, 308, 346, 354

ARGs for adopting habits of, 145 four secrets to making of, 45–51

in hard and satisfying work, 28–34, 46, 47, 48–49, 53–63

in hard fun vs. relaxing fun, 31–33 neurochemistry in, 47–49, 205, 207

prosocial emotions and, 82–89 state of flow and, 24, 35–37, 38, 40–43, 44 in wholehearted participation, 124 see also positive psychology

happiness activities, 45–46, 47, 50, 51, 183–215, 347

dancing as, 35, 40, 48, 183, 207–8, 211, 214

games for participating in, 187, 188–89, 191–201, 204–7, 208–15

neurochemistry in, 47–49 see also intrinsic rewards

happiness hacks, 187–215, 347, 358, 363 Happiness Myth, The (Hecht), 203, 207 happy embarrassment, 83–86 hard fun, 32–33, 68 Hawkins, Robert, 338 health care games, 134–42, 347, 362 Hecht, Jennifer Michael, 203, 207 hedonic adaptation, 40, 45, 46, 50 Herodotus, 5–6, 10, 349, 350, 351, 352 Hersman, Erik, 335 Hide & Seek Weekender festival, 171, 361 high ping quotient (high PQ), 277–78 high-stakes work, 29–30, 54 Howe, Jeff, 220 How of Happiness, The (Lyubomirsky), 57 Huizinga, Johan, 112 human intelligence tasks (HITs), 220–46, 253

in citizen science research projects, 236–42, 238, 246

in Investigate Your MP’s Expenses, 220–24, 228, 232, 245, 253

IBM, 225, 227 Independent Television Service (ITVS), 304,

306, 363 India, 3, 50, 254, 293, 343 in-flight games, 152–56, 347, 360 injury and illness recovery games, 133–42 Institute for the Future (IFTF), 5, 267, 277, 316,

319, 332, 333, 340, 362 Ten-Year Forecast of, 317, 318, 332, 343

International Olympic Committee, 9, 281, 286, 361

Internet, 121, 127, 154, 220, 263, 272, 276, 294, 343, 344

crowdsourcing projects on, 220–42 discussion forums on, 44, 88, 101, 108, 109,

175–76, 230, 239, 248, 275, 283, 332 game-learning resources on, 359 see also online games; social networks

Index | 385

intrinsic rewards, 45–51, 127, 149, 151, 156, 158, 226, 263, 292, 308, 346, 350

extrinsic vs., 45–47, 48, 50 four categories of, 49–50, 114, 125, 144 of wholehearted participation, 124 see also happiness

introverts, 90–91, 166, 208 Investigate Your MP’s Expenses, 220–24, 228,

232, 245, 253, 361 iPhones, 150, 250, 361, 362 iPods, 158, 159, 162, 329, 362

jen ratio, 190, 191, 194, 195, 196, 212, 213 Jetset, 149, 150–52, 361 Johnson, Clay, 146–48, 362 Johnson, Simon, 169, 170–71, 173, 359 Juul, Jesper, 72

Keltner, Dacher, 84–85, 99, 190, 205, 208, 212 Keyes, Corey Lee M., 42 Koster, Ralph, 68

Lazzaro, Nicole, 64, 67, 90–91 Left 4 Dead, 30, 272 Leith, Sam, 96, 105 leveling up, 53, 54, 61, 332

in alternate reality games, 123, 129–30, 146–48, 150, 159, 165, 209

in educational programs, 129–30 in massive collaboration projects, 230, 342

Lexulous, 77–80, 81, 82, 83, 93 life-management ARGs, 119–24, 142 Little Big Planet, 273–74 live event ARGs, 142, 152–56, 191–201, 205–7 location-based games, 150–56, 205 Long Game, 340–43 long-term thinking, 297, 299, 305, 324, 336,

340–43, 348 Lost Joules, 255, 261–65, 361 Lost Ring, 279–93, 282, 285, 361–62

chaotic storytelling in, 287, 292 Codex of, 283–84, 288–89, 293 collective intelligence and knowledge-sharing

in, 283–85, 287–88, 293 global cooperation in, 283–88, 292, 293 massively distributed content in, 286–87 strategies for inspiring global cooperation in,

286–88, 292 Luce Foundation Center for American Art,

174–77 Lydians, 5–6, 7, 349, 350–53 Lyubomirsky, Sonja, 46–47, 50, 57, 71, 185, 191

McDonald’s, 9, 280–81, 286, 361 MacShane, Denis, 223 Mann, Merlin, 188 Maslow, Abraham, 114 massive multiplayer games, 10, 20, 21–22, 55,

208, 215 massively multiplayer collaboration projects,

273–76, 298, 302–44, 346, 354 massively multiplayer foresight, 302–13, 314–44

see also forecasting games massively single-player online games, 274–76

phasing in, 58–59 resource building in, 58–59, 60–61 satisfying work in, 52–61, 80 social connections and rewards in, 89–91,

93–94, 114, 154, 155, 156, 164–67, 168–77, 194–96, 197

Wikipedia structured as, 228–31 see also crowd games; online games

Maxis Software, 298, 362 Max Planck Institute for Evolutionary

Anthropology, 270, 271 Mechanical Turk, 227, 242 mentoring, 86–88, 93 microinteractions, 189–91, 194 M.I.N.D. Lab, 64–66 mobile phone games, 3, 4, 8, 20, 61, 77, 188, 196,

273, 276, 294, 343 closing generation gap with, 177–81 as creating communities in real-world spaces,

168–71, 177–81 for developing countries, 294 as motivational platforms for challenging

hobbies, 157–64, 362 for social innovation, 334–40 as social motivation platforms, 164–67, 360 of social participation and volunteer work, 249–

52, 256–61 Molyneux, Peter, 297 Moses, Edwin, 285, 292 mutual regard, 269

“naches,” 86–88, 132 narrative ARGs, 142, 173–77, 279–93 Nature, 241–42 NCAA Football 10, 110–11 negative stress, 32, 62, 127, 130, 139, 152, 155 Neolithic era, 105–7 Nesse, Randolph, 70 Never Saw It Coming (Cerulo), 309 Neversoft, 201 New Games Book, 143–44, 217

386 | Index

New Games movement, 143–44 New Stone Age, 105–7 Nike+, 157–62, 161, 163, 165, 362 Ning, 213, 227 Nintendo, 30, 85, 163 Nobel Peace Prize, 10, 312–13

O’Donnell, Martin, 108 Olympic Games, 279, 280, 281, 282–83, 284,

285, 286, 290, 292 organizational ARGs, 127, 128–32, 142 Outliers (Gladwell), 267 oxytocin, 48, 205, 288

Palo Alto Research Center (PARC), 89, 90 participation bandwidth, 226, 255, 261, 347

gamers as valuable source of, 232–36, 238–42, 246

party games, 85–86 PDAs, 169–70 Pearsall, Paul, 99 Peggle, 62, 138 Persuasive Games, 150, 191, 361 Peterson, Christopher, 290, 292 Pew Internet & American Life Project, 75–76 phasing, 58–59 Piazza, Alberto, 352 pilot experimentation, 298, 299, 300, 315,

338–39, 348 “ping,” 277–78, 287 planetary simulation games, 297, 298–302, 312 planet craft, 297–302, 315, 332, 340 PlayStation 3 (PS3), 233, 236, 237, 238, 238, 239 Pleasures of Sorrow and Work, The (de Botton), 59 Plusoneme.com, 146–48, 362 Polack, Trent, 100, 101 Pong, 37, 39, 312 Popit, 273, 274 Popović, Zoran, 241 Portal, 25–27, 25 positive psychology, 35–38, 57, 186, 345 positive stress (eustress), 32, 62, 130, 311 postconcussion syndrome, 133–42 posttraumatic bliss, 183, 203–4 poverty, 14, 333–40 Prensky, Marc, 127–28 prosocial emotions, 82–89, 114, 132, 269 protein-folding games, 236–42, 238, 360 Putnam, Robert, 93 pwnage, 83–84, 85, 87

Quest to Learn, 127, 128–32, 142, 362

Reiss, Allan, 43 resource building, 57–58 Rigopulos, Alex, 73 Robertson, Margaret, 108 Rock Band 2, 71–72 Rock Band series, 2, 71–76, 85, 249, 272 role-playing games, 20, 30, 155, 201, 208

leveling up in, 53, 54, 61, 123, 146–48 satisfying work in, 52–61

rules, as game trait, 21, 22, 26, 27, 39, 122, 349

Salen, Katie, 129 Sameshima, Pauline, 329 satisfying work, 28–34, 46, 49, 50, 52–63, 114,

223, 346 actionable next steps in, 55–57, 60, 71 ARGs as turning real world tasks into, 119–24,

125, 127, 129–31, 151 blissful productivity of, 53, 57, 59, 60, 61,

62–63, 80, 151, 246, 346 in casual games, 61–63 clear goals in, 55–57, 60, 71 in crowdsourcing and massive collaboration

projects, 222, 229, 235, 246, 249, 259–60, 261

“endgame” payoff in, 54 as fix for reality, 28–29, 31–33, 34–37, 55–56,

57–58, 59–63, 125, 346 in games vs. work in reality, 28–29, 39,

59–60 guarantee of productivity in, 56, 57 intrinsic rewards of, 46, 47, 48–49, 52–63,

259–60 leveling up in, 53, 54, 61, 123, 230 in MMORPGs, 52–61, 80 as pushing to limit of abilities, 33, 36, 40, 57,

111, 235 resource building in, 57–60, 62, 63, 123 in social network games, 80, 81 types of, 29–31, 53–54 unnecessary obstacles in, 22, 28–29, 39, 62,

122, 124 Schwartz, Aaron B., 129 Scrabble, 23, 77 Season Showdown, 110–11 Secrets of the Ancient Games (podcast series),

281–84, 285 Seed, 299, 301 seed ATMs, 329–30 self-help paradox, 186 Seligman, Martin, 57, 69, 88, 97, 185, 290, 292 Selvadurai, Naveen, 164

Index | 387

SETI@home (Search for Extraterrestrial Intelligence at home), 236

shared intentionality, 270, 272 Shirky, Clay, 224–25, 226 Shop Class as Soul Craft (Crawford), 59–60 Simon, Nina, 177 Sims 3, 255–56 Sims games, 31, 255–56, 274, 297, 312 single-player games, 20, 24, 25, 39, 88, 272

casual games as, 61–63 smart meters, 262–63, 264, 361 Smithsonian American Art Museum, 173–77, 361 social connections, 3, 10, 28, 50, 76, 77–94, 114,

135, 308, 346, 349 ambient sociability and, 89–91, 93–94 ARGs and, 125, 127, 136–37, 140, 141, 142,

151, 154, 155, 156, 164–67, 168–82, 194–96, 197, 205, 214, 288, 347, 360

closing generation gap in, 177–81 combating loneliness with, 92–93, 178, 182 community-building games and, 168–82, 347 in crowd games, 194–96, 197, 205, 214,

215, 223 in crowdsourcing and massive collaboration

projects, 223, 230, 254–55, 263 eye contact and touch in strengthening of, 92,

205, 288 as fix for reality, 80, 81–83, 84–94, 125, 140,

141, 154, 166–67, 172–73, 178–79, 181– 82, 195–96, 197, 205, 346

forging new relationships vs. strengthening of existing, 91–92

intrinsic rewards of, 46, 49, 77, 79–80, 81–94, 166

introverts and, 90–91, 93–94 in massive multiplayer games, 89–92, 93–94 in mentoring, 86–89, 93 in party games, 85–86 prosocial emotions and, 82–89, 93 social conjunctions and, 80 social network games and, 78–82, 83, 85, 93 in social participation tasks (SPTs), 254–55,

257, 258, 260, 263 in transitory public sociality, 189–91,

194–96, 197 trash-talking and, 83–85, 93 see also collaboration

social innovation games, 333–40, 360 social network games and applications, 77–85,

150–51, 174, 179, 226, 227, 358 alternate reality, 141, 208–14 asynchronous gameplay in, 79, 81, 93

dance-offs and dance quests in, 208–14 in forecasting genre, 323, 324, 332, 333–40 in global collaboratories, 283, 287, 291 prosocial emotions generated by, 82–85 satisfying work in, 80, 81 social connectivity in, 77–85, 93, 154, 166 social innovation, 333–40, 360 as social motivation platforms, 164–67, 360 of social participation and volunteer work,

249–52, 253–55, 256–65 trash-talking in, 83–84, 85, 93 user profiles in, 130, 323–24, 337 video sharing in, 208–14, 287, 332, 337

social participation games, 249–65, 348, 360, 361

crowd mobilization efforts of, 260–61 empowerment of, 249, 250, 251, 252,

254–55, 259, 265 for energy conservation, 255, 261–64 epic wins in, 249, 251, 253, 255, 257, 260,

261–62, 263, 348 heroic purpose in, 249, 251, 261 social connectivity in, 254–55, 257, 258,

260, 263 as taking advantage of leading-edge technology,

261, 262–63, 264 wish-granting, 255–61

social participation tasks (SPTs), 249–65 “social presence,” 89–90 sound tracks, 107–8 Spore, 274–76, 298–302, 312, 332, 362 stealth social innovation, 334–35 Sudnow, David, 39–40, 41, 42, 43 Suits, Bernard, vii, 22, 23, 27 SuperBetter, 135–42, 362 supercomputers, 236–40, 242 “super-empowered hopeful individuals” (SEHIs),

315–16 game platform for organizing of, 316–33

Super Monkey Ball 2, 65–67 Superstruct, 316–33, 340–43, 362 sustainable engagement economy, 243, 244–46,

259–60, 263, 308, 347, 350 epic wins as crucial in, 248–49, 255

Sutton-Smith, Brian, 28 SXSW Interactive, 146, 147

Tapscott, Don, 294 Tarter, Jill, 299 Teaching Digital Natives (Prensky), 127–28 teamwork, 30–31, 53–54, 58

see also collaboration

388 | Index

ten-thousand-hour theory, 267, 276, 348 Tetris, 23–25, 241 Texas Hold ‘Em, 197, 201, 205 Theory of Fun for Game Design, A (Koster), 68 Thompson, Clive, 43–44, 67 Tomasello, Michael, 270–71 Tombstone Hold ‘Em, 187, 197–201, 199,

205–7, 213, 363 Top Secret Dance-Off, 187, 208–14, 212, 363 transitory public sociality, 189–91, 194–96, 197 trash-talking, 83–85, 93, 272 Twenge, Jean M., 113 Twitter, 125, 140, 141, 154, 159, 196, 278, 287,

323, 332, 333

unnecessary obstacles, 22–23, 26, 36, 39, 50, 62, 68, 126, 211, 215, 360

as fix for reality, 22, 27, 28–34, 61, 122, 124, 152, 346

Vian, Kathi, 317, 319, 343 vicarious pride, 83, 86–89, 132 video-sharing sites, 140, 141, 208–14, 284, 287,

332, 337 Viggers, Peter, 219 Virgin America, 153, 154, 360 Virtual Human Interaction Lab (VHIL), 161–62 Viva Piñata, 162–63 voluntary participation, as game trait, 21, 27, 39,

122, 149, 152 volunteer work, game design for promoting of,

249–52, 259–60, 261–64, 348, 360

WarioWare: Smooth Moves, 85–86, 86, 93 Wattenberg, Martin, 225 Weiner, Eric, 80, 186, 203 Whole Earth Catalog, 296, 332

Whole Earth Discipline (Brand), 296–97, 298 wholehearted participation, 124, 125, 127, 140

in real world, through games, 124, 125–32, 135–42, 144, 215, 347

Why We Cooperate (Tomasello), 270–71 Wikia, 227, 233, 293 Wikinomics (Tapscott and Williams), 294 Wikipedia, 2, 220, 225–26, 227, 232, 235

game-like structure of, 228–31, 245 Williams, Anthony, 294 Willison, Simon, 220, 222 World Bank, 8, 334 World Bank Institute, 334, 338, 360 world-changing games, 14, 15, 294, 298, 340–44,

348, 351, 354, 358, 359 World of Warcraft, 2, 31, 76, 120, 131, 146,

231–32, 250, 251, 342 actionable next steps and guarantee of

productivity in, 56–57, 60 ambient sociability in, 89–90, 91, 93 leveling up in, 53, 54, 61, 332 positive feedback in, 53, 54, 58–59, 60 “resting bonuses” in, 44 satisfying work in, 54, 55, 56–57, 58–59,

60–61, 80 unprecedented popularity of, 52–53, 231

World Without Oil, 302–13, 315, 316, 340, 363 WoWWiki, 2, 232 Wright, Will, 274–75, 297, 298, 299–300, 301

Xbox, 101, 103, 112, 162, 273, 278

Yalom, Irvin D., 204 Yee, Nick, 55 Youth Venture, 260–61 YouTube, 140, 213, 284 Yudkowsky, Eliezer, 345

  • Cover Page
  • Praise
  • Title Page
  • Copyright Page
  • Dedication Page
  • Contents
    • Introduction: Reality Is Broken
    • Part One: Why Games Make Us Happy
      • Chapter One: What Exactly Is a Game?
      • Chapter Two: The Rise of the Happiness Engineers
      • Chapter Three: More Satisfying Work
      • Chapter Four: Fun Failure and Better Odds of Success
      • Chapter Five: Stronger Social Connectivity
      • Chapter Six: Becoming a Part of Something Bigger Than Ourselves
    • Part Two: Reinventing Reality
      • Chapter Seven: The Benefits of Alternate Realities
      • Chapter Eight: Leveling Up in Life
      • Chapter Nine: Fun with Strangers
      • Chapter Ten: Happiness Hacking
      • Part Three: How Very Big Games Can Change the World
      • Chapter Eleven: The Engagement Economy
      • Chapter Twelve: Missions Impossible
      • Chapter Thirteen: Collaboration Superpowers
      • Chapter Fourteen: Saving the Real World Together
      • Conclusion: Reality Is Better
    • Acknowledgments
    • Appendix: How to Play
    • Notes
    • Index