July 3, 2011

Book Review: Reality Is Broken: Why Games Make Us Better and How They Can Change the World

Filed under: Book Review,Technology — Emily Reeves @ 4:14 pm

One of the most interesting facts from this book:

“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.”

I wouldn’t believe this startling statistic had I not spotted one of my clients playing Solitaire during a meeting, and another playing Words With Friends while walking to a meeting. The bottom line is that everyone is playing games and in surprising numbers. Games have huge power and potential influence over our behavior. Because there has been a lot of talk in the technology and social worlds of this influence of gaming and its growth potential, and because I believe know nothing about gaming–not being a gamer myself–I decided to read the most talked book on the subject. While I am still trying to figure out gaming and how it can be used in our business as an effective tool, this book did shed some light on the appeal of games and how they can influence change:

“The real world just doesn’t offer up as easily the carefully designed pleasures, 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 bottom up to make us happy.”

Reality is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal explores why people play games, the psychology behind good game mechanics and gives real examples of games that have the potential to change behaviors for world-wide good. I have a new appreciation for both game developers and game players after reading this book. McGonigal walks through specific games, like World of Warcraft, and talks about specific skills the gamers learn and build by playing these types of games.

Ultimately, McGonigal is saying that game play makes people happy, and when they are happy they will play more, and when they play more they will ultimately reach the defined game goal:

“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.”

“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.”

So McGonigal wonders if we can define a goal within a game that can fix really big world issues, and that is the impetus for the book:

“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?”

“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.”

With this as her premise, McGonigal walks the how games are created, defined, played and improved upon. From the basics like the four defining traits of a game:

  • A goal
  • Rules
  • A feedback system
  • Voluntary participation

To the details like scalability and social integrations. With this kind of detail and range, this book is great for a non-gamer looking to understand what impact games have and how to go about thinking about game design. I enjoyed reading and learning from McGonigal’s extensive experiences and would definitely recommend this to anyone curious about game mechanics and design.

January 17, 2011

The Golden Globes Social Scene

Filed under: Culture,Current Events,Technology — Emily Reeves @ 7:33 am

Because I had some work to catch up on last night, I chose to stay home and watch the Golden Globes alone.  But I didn’t feel alone at all.  With my computer in my lap, the Twitter app running and Facebook in my browser window, it felt like I was at a watch party among friends.  I laughed at some posts, rolled my eyes at others and commented on many.  Is the fact that technology can replace the feeling of camaraderie that comes with personal, face-to-face interactions good for our society or bad?  Probably neither and both.

This topic is explored in a new book, Alone Together.  I haven’t read the book yet, but have put it on my list to read soon.  The book was recently reviewed over at The Daily Beast:

“The advantage to all that gadgetry, of course, is connectedness: email lets us respond on the go, and we are in touch with more people during more hours of the day than at any other time in history. But is it possible we’re more lonely than ever, too? That’s what MIT professor Sherry Turkle observes in her new book, Alone Together, a fascinating portrait of our changing relationship with technology. The result of nearly 15 years of study (and interviews with hundreds of subjects), Turkle details the ways technology has redefined our perceptions of intimacy and solitude—and warns of the perils of embracing such pseudo-techno relationships in place of lasting emotional connections.”

The “alone” versus “together” situation works in reverse as well: when we are face-to-face among a group of people, many of us isolate ourselves by bowing our heads to the mobile devices actively lighting up in our hands.  If you don’t believe me, next time you go out to dinner, do a quick scan around the restaurant and check out what people are doing at each table.

The impact of technology on social mores is not a new topic of conversation, but as technology and social channels continue to improve and become even more integrated into our lives, the conversation will grow.  But will anything change?  Will we pull back on the use of technology and social media now that it is ingrained in our behaviors?

Check out the novel Super Sad True Love Story for a satirical look at the possibility of completely transparent sharing through technology and utter dependency on technology.  It is funny and sad and scary.  Set in a future where people are obsessed with appearances, their smart phones and credit scores, this book tells the story of two mismatched lovers through their journal entries and online communications.

February 16, 2010

Our Digital White House

Filed under: Current Events,Technology — Emily Reeves @ 12:01 pm

Continuing its impressive use of technology last week, the White House announced that the President’s Economic Report would be available for free download on electronic book readers:

“As part of White House’s commitment to make government more accessible, the Economic Report of the President is now available as an eBook for your Amazon Kindle, Barnes & Noble nook, Sony Reader and a number of other devices. We are always looking for ways to bring people closer to their government through new technology.”

The @whitehouse tweet:

“A first: Curl up by fire w/ the Economic Report of President on Kindle, nook, Sony Reader.”

This White House has done more to engage the public in its processes than any other before it: Twitter, blogging, Facebook, an iPhone app, and now books for ereaders.  They have embraced this era of transparency and opened the doors for everyone to enter.  Regardless of political affiliations or presidential popularity, the effort must be applauded.

December 7, 2009

Amazon Kindle Commercial

Filed under: Advertising — Emily Reeves @ 5:49 pm

It seems like this commercial comes on every morning during MSNBC’s Morning Joe and it just makes me smile. Music can have such a huge impact on commercial likability. Enjoy.

March 5, 2009

For the Love of Books

Filed under: Culture — Emily Reeves @ 9:41 pm

I love this idea: someone created a Flickr group for photos of books at your bedside. This is my contribution.


Bedside Books
: Originally uploaded by reevesemily501

And, check out this great little book video called “This Is Where We Live” that celebrates the 25th anniversary of 4th Estate Publishers in the U.K. It makes me happy.


This Is Where We Live from 4th Estate on Vimeo.

February 1, 2008

More on the Kindle

Filed under: Technology — Emily Reeves @ 11:24 am

Earlier this week I wrote about my love of the Kindle after reading that Steve Jobs thinks it is stupid (I am exaggerating, of course) because no one reads anymore. Well, it seems his comments stirred up some others as well. Advertising Age disputes Jobs’ statistics on reading as well:

“‘Who are these “people” to whom Steve Jobs is referring?’ Publishers Weekly Editor in Chief Sara Nelson asked me last week. ‘Not the million-ish who are devouring Elizabeth Gilbert’s “Eat, Pray, Love” or the ones who line up for Harry Potter and/or James Patterson novels.’ She added: ‘All I can say is that when I sat in restaurants and airports or on buses or trains and pulled out my Kindle, I got more attention than if I’d shown up naked–with an adorable puppy.’”

Right on.

January 28, 2008

On Reading

Filed under: Technology — Emily Reeves @ 12:06 pm

I’ll admit it. I bought the Amazon Kindle, the electronic reader that received much hype and not-so-great reviews. And, I’ll admit that I love it. But, I am a reader. I read a lot and I read fast. I also travel pretty frequently. So, the idea of a device that holds 200 books that I can purchase for $9.99 each was appealing to me. The device has its faults (clunky page turn buttons that are too easily pressed mistakenly, the cover sucks, the power switch is on the back), which I am sure will be repaired in the next generation. I am a little self-conscious using it in public places because it is not that common and people tend to stare (and, I am a little embarrassed about how much I paid for it). But, nonetheless, I love reading from it–it is lightweight, easy to hold, doesn’t hurt my eyes, and holds more books than I can read. The New York Times has even said that “Amazon’s device could turn out to be the iPod of the written word.” I would agree, except supposedly no one reads anymore:

When Steve Jobs “was asked two weeks ago at the Macworld Expo what he thought of the Kindle, he heaped scorn on the book industry. ‘It doesn’t matter how good or bad the product is; the fact is that people don’t read anymore,’ he said. ‘Forty percent of the people in the U.S. read one book or less last year.’” Jobs, however, is not always right: “a survey conducted in August 2007 by Ipsos Public Affairs for The Associated Press found that 27 percent of Americans had not read a book in the previous year…the same share–27 percent–read 15 or more books. In fact, when we exclude Americans who had not read a single book in that year, the average number of books read was 20, raised by the 8 percent who read 51 books or more. In other words, a sizable minority does not read, but the overall distribution is balanced somewhat by those who read a lot.”

“The book world has always had an invisible asset that makes up for what it lacks in outsize revenue and profits: the passionate attachment that its authors, editors and most frequent customers have to books themselves.  Indeed, in this respect, avid book readers resemble avid Mac users.

“The object we are accustomed to calling a book is undergoing a profound modification as it is stripped of its physical shell.  Kindle’s long-term success is still unknown, but Amazon should be credited with imaginatively redefining its original product line, replacing the book business with the reading business.”

January 17, 2008

Mass Cultural Consumption = Mass Creative Output

Filed under: Advertising — Emily Reeves @ 10:55 am

Using the Internet as a tool, more and more consumers are engaging in culture consumption, broadening their knowledge horizons and then using that experience and knowledge to contribute their own creative expressions and deposit those right back into our culture for further consumer consumption. According to a recent article in Ad Age:

“For years, marketers viewed the cultural consumer as an elite market segment, estimated to represent 2% of the overall population. As we witness a maturing knowledge economy, it’s become evident that we must enlarge our view of who’s consuming cultural experiences and how often. To benefit from the coming era, smart CMOs need to see that American consumers aspire to be viewed as thinking, expressive human beings…Consider these facts:

  • The typical adult attends an average of 1.9 cultural events per month.
  • 68% of the American public is interested in independent films.
  • Gen Y-ers (those ages 18 to 29) attend an average of 2.3 cultural events per month.
  • More Americans visit museums, historical sites, zoos and aquariums than attend all professional sports events combined, including auto racing.
  • In 2006, 65% of households ranked “avid book reading” as their No. 1 at home leisure activity, according to the Standard Rate and Data Service.”

(Then again, according to a recent article in The New Yorker titled The Twilight of Books, you might not believe consumers are more culturally inclined and reading literature “…if you consulted the Census Bureau and the National Endowment for the Arts, who, since 1982, have asked thousands of Americans questions about reading that are not only detailed but consistent. The results, first reported by the N.E.A. in 2004, are dispiriting. In 1982, 56.9 per cent of Americans had read a work of creative literature in the previous twelve months. The proportion fell to fifty-four per cent in 1992, and to 46.7 per cent in 2002. Last month, the N.E.A. released a follow-up report, To Read or Not to Read, which showed correlations between the decline of reading and social phenomena as diverse as income disparity, exercise, and voting. In his introduction, the N.E.A. chairman, Dana Gioia, wrote, ‘Poor reading skills correlate heavily with lack of employment, lower wages, and fewer opportunities for advancement.’”)

If your target is an avid Internet user, they are more likely than not consuming cultural experiences frequently. And, as that Ad Age article notes, “Knowledge is power. Ideas are the killer app. Learning is the new status skill. This is an enlightened age, and culture consumers revere brands that teach them new things without pontificating.” What can brands do to feed that consumer hunger for cultural and knowledge?