Summary of Jane McGonigal s Imaginable

Summary of Jane McGonigal s Imaginable
Author: Milkyway Media
Publsiher: Milkyway Media
Total Pages: 23
Release: 2023-01-19
Genre: Study Aids
ISBN: 9182736450XXX

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Buy now to get the main key ideas from Jane McGonigal's Imaginable Jane McGonigal, a game designer and researcher, runs simulations that help people imagine future situations. And they’re not just for games. In Imaginable (2022), Jane explains how future-forecasting can help us deal with potential threats, stretch our imaginations, and become more resilient and adaptable for when the “unthinkable” does happen. It is important to learn techniques that futurists use in order to train our brains to plan for the future. The same techniques will also help us heal from the pandemic-induced trauma we have all experienced. To help us learn, Jane takes us through exercises with multiple future scenarios.

Summary of Jane McGonigal s Imaginable

Summary of Jane McGonigal s Imaginable
Author: Everest Media,
Publsiher: Everest Media LLC
Total Pages: 51
Release: 2022-04-25T22:59:00Z
Genre: Social Science
ISBN: 9781669390466

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Please note: This is a companion version & not the original book. Sample Book Insights: #1 The future starts when you start thinking about it. It takes a long time for the full benefits of the future to kick in, but when they do, they can be extremely powerful. #2 The future starts when you feel ready for dramatic change. It is a completely subjective truth. The future starts whenever you feel ready for dramatic change: big change, scary change, prayed-for change, or even crazy change. #3 Ten years is a magic number when it comes to social change. Things that are small experiments today can become ubiquitous and world-changing in ten years. #4 When we think on a ten-year timeline, we become more optimistic and hopeful about what we can change through our own efforts. We feel time spaciousness, which makes us less risk-averse and more creative.

Imaginable

Imaginable
Author: Jane McGonigal
Publsiher: Random House
Total Pages: 275
Release: 2022-03-24
Genre: Social Science
ISBN: 9781473598546

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World-renowned future forecaster, game designer, and NEW YORK TIMES bestselling author Jane McGonigal gives us the tools to imagine the future without fear. How can we be confident about making plans? How might we feel secure despite the future being unknown? How do we learn to feel at peace with the unexpected? Today it feels more challenging than ever to feel unafraid, hopeful, and equipped to face the future with optimism. How do we map out our lives when it seems impossible to predict what the world will be like next week, let alone next year or next decade? What we need now are strategies to help us recover our confidence and creativity in facing uncertain futures. By learning to think the unthinkable and imagine the unimaginable you can better plan for a future you'd like to see. And by seeing what's coming faster, you can adapt to new challenges, reduce anxiety, and build hope and resilience. 'An accessible, optimistic field guide to the future.'-San Francisco Chronicle 'Jane McGonigal is unusually adept at anticipating events that most of us can't even fathom. In this eye-opening, actionable book, she teaches you how to widen your peripheral vision, extend your imagination farther into the future, and conceive of the inconceivable.' Adam Grant, #1 Bestselling Author of Think Again __________ 'Top 10 innovators to watch' Business Week 10 most powerful women to watch' Forbes 'Top 100 creative people in business' Fast Company

Imaginable

Imaginable
Author: Jane McGonigal
Publsiher: Spiegel & Grau
Total Pages: 432
Release: 2022-03-22
Genre: Social Science
ISBN: 1954118090

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A dynamic, optimistic, science-driven work by a futurist and renowned gamer that trains us to see the future as a futurist does--and prepares us to thrive in that future when it arrives (sooner than we think), by the New York Times bestselling writer and designer of alternate reality games. After living through the massive global shock and trauma of Covid-19, one of the most disruptive events in human history, we need to find a way to face the future with optimism. But how can we plan for a better future when it feels impossible to predict what the world will be like next week, let alone next year or in the next decade? What we need are new tools to help us recover our confidence, creativity, and hope in the face of an uncertain future. In Imaginable, world-renowned future forecaster and game designer Jane McGonigal draws on the latest scientific research in psychology and neuroscience to show us how to train our brains to think the unthinkable and imagine the unimaginable. Using gaming strategies and fun, thought-provoking challenges that she designed specifically for this book, she helps us build our collective imagination to dive into the future before we live it and envision, in surprising detail, what our lives will look like ten years out. She is the perfect person to lead the way: In 2008 and 2010, with teams at the Institute for the Future and the World Bank, she designed two future simulations with nearly 30,000 participants that predicted a devastating respiratory pandemic in 2020 and the surprising human responses to it: · When social distancing would work and when it would fail · Where super-spreader events would most likely occur · The rise of pods and bubbles · The resistance to mask wearing · The outbreak of misinformation and conspiracy theories · And the complicating effects of climate-change weather events. Not only were these future forecasts shockingly accurate, those who took part in her exercises felt better prepared for Covid-19 when it did arrive. In Imaginable, McGonigal teaches us to identify the challenges that lie ahead in the next decade--big and small, personal and global; shape a better future that solves for those challenges; and access "urgent optimism," an unstoppable motivational force that inspires us to be fearless, resilient, and bold in realizing a world we can only imagine.

Reality Is Broken

Reality Is Broken
Author: Jane McGonigal
Publsiher: Penguin
Total Pages: 416
Release: 2011-01-20
Genre: Psychology
ISBN: 9781101475492

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“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

SuperBetter

SuperBetter
Author: Jane McGonigal
Publsiher: Penguin
Total Pages: 480
Release: 2015-09-15
Genre: Self-Help
ISBN: 9780143194668

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A remarkable life plan based on the game the author herself and hundreds of thousands of others have used to leap from trauma and setbacks to recovery and personal growth You are stronger than you know. You are surrounded by potential allies. You are a hero to others. These three qualities are all it takes to become more resilient in the face of any challenge. SuperBetter will show you that accessing this power is as easy as playing a game. In 2009, game designer and author Jane McGonigal got a bad concussion that wouldn't heal. She became anxious and depressed, even suicidal--a common symptom for concussion sufferers. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a game. The game became a blog. The blog became a digital game, then an online portal and a major research study, then a TED talk with 4.5 million views. Today more than 250,000 people have played SuperBetter. But the ideas behind SuperBetter are much bigger than the game: we can cultivate the same powers of recovery and resilience simply by applying its core concepts in everyday life, by being "gameful" in the face of stress. Being gameful means bringing the psychological strengths you naturally display when you play games--such as optimism, creativity, courage, and determination--to real world situations. SuperBetter the book integrates seven basic rules into challenges the reader can undertake while reading, and explains the science behind the benefits. Playing by the seven rules begins to yield life-changing benefits in a matter of days, and eventually they become an ingrained skillset. As inspiring as it is down-to-earth, SuperBetter is self-help for the rest of us. Grounded in rigorous research and powered by game design, it is nothing less than an accessible, real-time guide to living a better life.

Summary of Jane McGonigal s Reality Is Broken

Summary of Jane McGonigal s Reality Is Broken
Author: Everest Media,
Publsiher: Everest Media LLC
Total Pages: 55
Release: 2022-06-21T22:59:00Z
Genre: Games & Activities
ISBN: 9798822538603

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Please note: This is a companion version & not the original book. Sample Book Insights: #1 We all have a bias against games today. We can’t help it. This bias is part of our culture, and it’s even woven into the way we use the words game and player in everyday conversation. #2 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 focuses their attention and continually orient their participation throughout the game. #3 The four traits of games are challenge, feedback, a clear win condition, and arbitrary limitations on your freedom to work in the most efficient way. The opposite of gameplay is not a game. #4 The most important difference between digital and non-digital games is the intensity of the feedback they provide. In computer and video games, the interactive loop is satisfyingly tight. There seems to be no gap between your actions and the game’s responses.

Summary of Jane McGonigal s SuperBetter

Summary of Jane McGonigal s SuperBetter
Author: Everest Media,
Publsiher: Everest Media LLC
Total Pages: 58
Release: 2022-05-09T22:59:00Z
Genre: Self-Help
ISBN: 9798822504936

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Please note: This is a companion version & not the original book. Sample Book Insights: #1 The purpose of Part 1 is to help you tap into your psychological strengths when you play games. When you play games with purpose, you tap into three core psychological strengths: your ability to control your attention and thoughts, your power to turn anyone into a potential ally, and your natural capacity to motivate yourself and supercharge your heroic qualities. #2 The science of games has focused almost exclusively on digital games, and this book is grounded in the science of games. It focuses on the kinds of games that scientists have dedicated the most time and energy to understanding. #3 You can prime your brain to be more open to creative solutions and more receptive to surprising ideas by turning your palms up. This mind-body response stems from physical behaviors we exhibited thousands of years ago before we invented language. #4 The highly immersive quality of good games is a clue to how our attention works. In this chapter, we’ll look at video game research that reveals the power we have to prevent anxiety, depression, trauma, and physical pain by learning to control our attention.