Thursday, May 23, 2013

Preparation for Essay 4 - Book Club - Review Draft


Dillon Waugh

Hayes

English 100 – 9:10

5/5/2013

Word Count:

Book Club Response – Review Draft

Entertainment media is a silly thing, or so it’s considered – a frivolity, a way to shift one’s mood or blow off a bit of steam. Nonetheless, real quality entertainment is inherently elegantly and complexly produced. To entertain, after all, one must understand the directions in which human thought moves. To entertain, an entertainer needs to give their audience what they want and strike the right buttons. A game developer like Jane McGonigal would know, especially as an interactive medium such as video gaming is obliged to draw a particular investment and engagement from players.  In her book Reality is Broken: Why Games Make Us Better and How They Can Change the World, she explains simplistically what it is that a gamer seeks from a game – and steps forward to pose ways in which the insight into human happiness psychology provided by observing games can enhance real life.

McGonigal’s book is divided into three parts, the first of which centers on the profound appeal of video games to their players. As the author describes, video games are not appealing as an excuse to detach from life and laze as is a non-gamer misconception – in fact, they are appealing because of the fantastic sense of productivity that they instill through inclusion and particulars of what McGonigal presents as “the  four defining traits of a game”: firstly, all video games have goals to which progress is measureable and never impossible and that provide a sense of meaning; for a task to be a game, it must present challenges and rules (often arbitrary – McGonigal points out that Scrabble would be less of a game if participants couldn’t only use seven tiles or weren’t required to build off of words already on the board); a feedback system acknowledges success and progress, ideally encouraging the player to apply themselves to a game’s tasks and explorable worlds and old scores to beat keep them further and fantastically busy; finally, games remain enjoyable by the voluntary nature of their participation – an activity that a person partakes in due to obligation and not choice is oppressive, not recreational. A good video game (or any other sort of game, for that matter) may, therefore, be considered “work” – and a human being craves work over so-called relaxation, something to challenge and demand application of skill and testing of limits, as long as it is “theirs.”

This insight into the psychology of fun is, at many points, bemusing and liable to set one’s figurative lightbulbs sparking. It’s true that a game that allows its player to do absolutely anything that they want is hardly a game at all, and McGonigal quotes psychologist Brian Sutton-Smith in that “The opposite of play isn’t work – it’s depression” – both playing a game and performing intense work stoke the spirit and feeling of productivity. And McGonigal’s theories on what draws a human into wanting work is supported by the arguably classic theories of others. Parallels stand between her defining features of games and workplace theories Maslow’s Hierarchy of Needs and Frederick Herzberg’s motivational vs. hygiene theory: the first suggests that a person whose survival demands are satisfied will seek out action that brings them friendship and belonging, self-affirmation, and growth; video games provide a platform for bonding, including with those a player may never have met on their own in person, and the quests to mark off and old scores to beat that account for feedback systems praises one’s performance while encouraging self-one-upping, so to speak. The second  states that a job must meet certain requirements to content a worker in such areas as pay rate and workplace safety, but that job satisfaction comes from variety, challenge, independence, and clarity of a job’s efficacy and purpose; McGonigal claims that video games provide a satisfaction that general real life does not, and that it does so through presenting surmountable obstacles for a challenge, independence afforded through choice in participation and approach, and feedback through score, milestones, or environment to show players their performance’s quality and impact. The bottom line is that humans are happiest and most engaged when performing work that they want – think of middle-schoolers wheezing laps around a football field before picturing teams of volunteers training enthusiastically for a marathon. Voluntary exertion, whether of mind or body, is fun, and fun is voluntary exertion.

The second and third sections of the book, meanwhile, proceeds through describing and proffering examples of the application of knowledge of what makes a game fun to enhancing and developing real-life tasks, from helping flight-shy passengers stomach plane rides to “crowdsourcing” anti-cancer research with protein-folding puzzle games. Any insight, needless to say, has its practical uses, especially where the feeling of human fulfillment is concerned – although the ARGs (“Alternate Reality Games” – games played on the set of the real world) that she presents, while intriguing in their right, seem like slow steps into turning reality into a fantastic and fulfilling game. Would a person think to sign up for the adventures-in-chores game Chore Wars if they didn’t derive some enjoyment from – or at least maintain a commitment to – their chores even without having their motions described in fantasy euphemisms and receiving abstract points for their completion? Meanwhile, the “productive games” such as Foldit given are repetitive and formulaic with little incentive or reward for commitment, leaving wonder that whether their drawing in players proves that playing games for the greater good is as fun as playing ordinary ones or that people will happily perform easily-accessible volunteer work. On the other hand, a museum found a level of success in creating and presenting a plotted ARG to members that prompted them to design works of art and museum exhibits along the path to solving a mystery story, and frivolous ARGs such as the infamous Ben Drowned also held attention by sending players on or at least tasking them to assist on an adventure. This would, however, tie back to McGonigal’s description of the importance of the concept of “epicness” to gamer culture: the greater the scale, the greater the meaning; beating one’s old score in a game of Tetris in the car is triumphant, while slaying beast after rampaging beast culminating in banishing their dreaded god in an RPG is much more so. Tucked all around media are tiny games fitted for bits and pieces of real life – it would be quite a thing to imagine it all woven together into one big, truly “epic” game (or two, or three) running through reality to chase.

While McGonigal’s examples may be proof of potential rather than fact, her arguments are clear, her language is easily digestible, and her quotations by psychologists and other such figures draw their fingers over pressure points and drive their keys home. She makes her case in a way that isn’t difficult to grasp by any means – except, perhaps, to those unfamiliar with game lingo and titles. World of Warcraft certainly can’t be painted well in broad strokes, and her use of the term “achievement” is nonsensical out of terms of gaming (it refers to a merit badge of sorts awarded for completing certain specific tasks in a game, for those out of the know). In addition, on a sheerly technical level, her section formatting is inconsistent – yet her argument continues to read smoothly.

Overall, Reality is Broken comes recommended, as a book overall – but not for a book club in every class. Once again, McGonigal’s book is an easy read, and ease of reading may be best compensated for with ease of discussion. A group of gamers will easily find plenty to say around McGonigal’s claims and her observations, while a group consisting partially of gamers may likewise generate respectable amounts of discussion after explanations of terms; strict non-gamers may read dispassionately and with too little context to make connections and speak freely. As McGonigal herself reminds, what good comes out of involuntary work irrelevant to one’s interests? Accordingly, however, even those less familiar with gaming, however, may get a bit out of indulging any curiosity by making it into a subject of pleasure reading, as might anyone else, for a take on the psychology of happiness and invitation to introspection on why we enjoy what we enjoy.

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