Dillon Waugh
Hayes
English 100 – 9:10
5/1/13
Word Count: 513 (509 excluding the phrase “Press X to
Jason.”)
Book Club Essay -
Exploratory Draft
McGonigal’s three main points,
most directly retorting to those who believe that gaming is wasteful and lazy,
are as follows: video games make the people who play them truly happy by
simulating feelings of real productivity, challenge, and triumph (in other
words, they feel like everything a person’s dream work should be);
understanding of how a game does this can be applied to and used to enrich
real-life tasks; and that implementation of game elements has already been used
to invite and guide throngs of average citizens into assisting in projects with
real-world productive value.
Our group agrees on the points of
McGonigal’s first section and in part on her second – video games do feel
fulfilling, for many of the reasons that she describes, and filtering out talk
of video games, her explanation of humans’ emotional needs is supported by many
other classic ones – such as those on motivation in the workplace (and note,
McGonigal believes that many gamers are gamers because aspects of their
immediate lives, work doubtlessly foremost in mind, do not give them what games
can – they are not as motivated to work as they are to game); knowing why any
activity feels fulfilling, like understanding any other task, can be used in
practical study of so-to-speak nutrition of the psyche and used to improve
general life. However, she writes about it as if it’s simple, when simplicity
is the failing of a number of the ARGs she cites as excellent examples of
practical gaming: Chore Wars players must think of themselves as doing chores
with a twist before they think of themselves as playing a game or taking part
in a competition; simplicity of games such as Foldit and Free Rice feel rather
detached from their real world impact and repetitive – their players likely
shove along with playing due to the promise that they are doing real good by
rather easy-to-access means. Closer to “doing my good deed for the day” than
feeling part of something truly vital – the meaning that McGonigal describes in
“epic” games. The museum ARG as well as games such as Zombies, Run! likely
better examples for their story and continuity – investments, long-term visible
progression.
The book is written in an
easily-digestible fashion, arguably so much so that the greater part of its
worth for a book club would not be in challenging oneself outside of their
comfort zone – in fact, it would be especially recommendable to a class
attended by a significant number of gamers. For those familiar with games – or
at the very least most of the terminology – it should be easy to discuss for an
entire class period and then some; book club meetings can double as productive
and intelligent “gaming club” meetings. Bear in mind that it is also to gamers
that reading will be most effortless. All of that said we do indeed recommend the
book – if nothing else for pleasure reading by curious parties, for a book club
most ideally to groups of gamers or non-gamers with a gamer or two to offer
exposition. (Because PRESS X TO JASON!)
Press X to Jason.
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