Reality is Broken Book: A Summary Exploring Gaming's Potential Impact
Bookey Best Book Summary AppMarch 10, 2024
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Reality is Broken Book: A Summary Exploring Gaming's Potential Impact

Chapter 1 What's Reality is Broken Book

"Reality is Broken: Why Games Make Us Better and How They Can Change the World" is a book written by Jane McGonigal. It explores the potential benefits and positive impact of video games on individuals and society. McGonigal argues that games can enhance our well-being, help us solve real-world problems, foster collaboration and creativity, and provide a sense of purpose and fulfillment. She also offers insights into how to harness the power of games to address global challenges and create a better future.

Chapter 2 Is Reality is Broken Book recommended for reading?

Whether "Reality is Broken: Why Games Make Us Better and How They Can Change the World" by Jane McGonigal is a good book or not ultimately depends on personal preference and interests. However, the book has received generally positive reviews and has been well-received by many readers.

McGonigal, a game designer and researcher, explores the potential of games to solve real-world problems and enhance various aspects of our lives in "Reality is Broken." She argues that the elements found in games, such as engagement, collaboration, and positive emotions, can be harnessed to address challenges in areas such as education, healthcare, and social issues.

The book presents a strong case for the benefits of gaming and offers insights into how games can be used to create positive changes. It includes examples and case studies from various fields to illustrate the potential impact of gameful thinking.

However, it's important to note that the book primarily focuses on the positive aspects of gaming and may not provide a fully balanced perspective. Some readers may prefer a more critical examination of the topic or a broader exploration of the potential drawbacks of excessive gaming.

Ultimately, if you are interested in the potential of games to improve various aspects of society and would like to explore the topic further, "Reality is Broken" could be a good book for you to read.

Chapter 3 Reality is Broken Book Summary

"Reality is Broken" is a book written by game designer and researcher Jane McGonigal. In the book, McGonigal explores the concept of how games can be used to solve real-world problems, particularly those related to social, economic, and environmental challenges.

The book begins by discussing the various ways in which reality is perceived as broken. McGonigal argues that many aspects of our lives, such as work, relationships, and education, often lack the engagement and satisfaction that people find in games. She argues that by understanding the positive aspects of games, we can apply their principles to real-world contexts to improve our lives.

McGonigal presents evidence from research and studies showing the benefits of games on personal and collective well-being. Games, she argues, have the power to increase motivation, resilience, and social connections. She also discusses the concept of "flow," a state of total immersion and focus, commonly experienced in games, and how it can be applied to make real-world activities more engaging.

The book highlights different examples of how games have been used to address real-world challenges. For instance, the author presents the case of Foldit, a game where players solve complex protein-folding puzzles. Through this game, scientists were able to tap into collective human intelligence and make significant advancements in biochemistry.

McGonigal also discusses the potential of using games to solve major global issues, such as climate change and poverty. She proposes the idea of "gameful design," which involves creating experiences that combine the fun and engagement of games with real-world goals and outcomes.

In the later part of the book, McGonigal suggests how individuals can incorporate game-like elements into their daily lives to enhance their well-being and engagement. She provides practical advice on setting goals, adopting a gameful mindset, and utilizing gameful techniques to solve personal and collective challenges.

Overall, "Reality is Broken" presents a compelling argument for the positive impact games can have on individuals and society. It explores the potential of using game design to transform reality, making it more enjoyable, purposeful, and meaningful. The book aims to inspire readers to embrace a gameful mindset and use games as a tool for positive change.

Chapter 4 Meet the Writer of Reality is Broken Book

The book "Reality is Broken: Why Games Make Us Better and How They Can Change the World" was written by Jane McGonigal, an American game designer and author. It was first published in January 2011.

Apart from "Reality is Broken," Jane McGonigal has written another book called "SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient." It was published in September 2015.

In terms of editions and popularity, "Reality is Broken" has been widely successful and has had several editions. The most recent edition of the book was published in 2015 and has been well-received by readers and critics alike. It is often considered to be the best edition due to its updated content and relevance to the contemporary gaming industry.

Chapter 5 Reality is Broken Book Meaning & Theme Reality is Broken Book Meaning

The book "Reality is Broken" by Jane McGonigal explores the concept of gamification and its potential to solve real-world problems. McGonigal argues that games can provide individuals with a sense of purpose, fulfillment, and positive emotions that are often lacking in real life. She suggests that by applying the principles of game design to various aspects of our lives, such as education, work, and health, we can make these activities more engaging and enjoyable.

McGonigal also examines how games can foster social connections and build collaborative communities. She highlights examples where online multiplayer games have brought people together, and how these connections can be leveraged for real-world problem-solving and collective action.

Additionally, the book explores the potential impact of games on personal growth and resilience. McGonigal argues that games provide a safe space for individuals to take risks, learn from failure, and develop skills that can be transferred to real-world situations.

Overall, "Reality is Broken" presents a vision of a world where games are not just a form of entertainment but a powerful tool for improving the quality of our lives and solving real-world challenges. It encourages readers to think creatively about how game design principles can be applied to create a more meaningful and fulfilling reality.

Reality is Broken Book Theme

The main theme of "Reality is Broken" by Jane McGonigal is that gaming and game design have the potential to address and solve real-world problems, and to bring about positive change in individuals and society. McGonigal argues that people are drawn to games because games provide a sense of purpose, meaning, and satisfaction that is often lacking in real life. She suggests that this same sense of purpose and satisfaction can be harnessed and applied to real-world challenges, such as social issues, environmental problems, and personal development. The book explores various ways in which game mechanics and game thinking can be used to encourage collaborative problem-solving, motivate individuals to take action, and create more engaging and fulfilling experiences in different areas of life. The underlying message is that by adopting a more gameful mindset and incorporating game elements into daily life, individuals and communities can find new sources of engagement, resilience, and fulfillment, and create a better reality.

Chapter 6 Various Alternate Resources

Here are ten resources related to the book "Reality is Broken" by Jane McGonigal available on major information media platforms:

  1. Official Website: Visit Jane McGonigal's official website to find information about the book, the author, events, and more - jane-mcgonigal.com/reality-is-broken
  2. TED Talk: Watch Jane McGonigal's inspiring TED Talk, where she discusses the concept of gamification and how it can solve real-world problems - ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
  3. Goodreads: Join the "Reality is Broken" community on Goodreads to read reviews, discuss the book, and participate in reading challenges - goodreads.com/book/show/7995840-reality-is-broken
  4. Amazon: Find the book "Reality is Broken" on Amazon to read reviews, check ratings, and purchase a copy in various formats, including Kindle and paperback - amazon.com/Reality-Broken-Games-Better-Change
  5. Barnes & Noble: Visit Barnes & Noble's website to find "Reality is Broken" and read reviews, find additional related books, and purchase a copy - barnesandnoble.com/w/reality-is-broken-jane-mcgonigal
  6. Google Books: Access a preview or purchase the e-book version of "Reality is Broken" on Google Books, along with reader reviews and ratings - books.google.com/books/about/Reality_is_Broken.html
  7. YouTube: Explore various interviews, talks, and discussions featuring Jane McGonigal, including conversations related to "Reality is Broken" on her official YouTube channel - youtube.com/c/JaneMcGonigal
  8. Facebook: Join the dedicated community of readers discussing "Reality is Broken" on Facebook, with author interactions, discussions, and updates about related events or news - facebook.com/RealityIsBroken
  9. Twitter: Follow Jane McGonigal on Twitter to stay updated with her latest tweets about "Reality is Broken," related articles, research, events, and more - twitter.com/avantgame
  10. LinkedIn: Connect with Jane McGonigal on LinkedIn to learn more about her work, including "Reality is Broken," and engage with her professional network - linkedin.com/in/janemcgonigal

Please note that availability and access to these resources may vary.

Chapter 7 Quotes of Reality is Broken Book

Reality is Broken Book quotes as follows:

  1. "Reality is broken. Games are the way to fix it."
  2. "Games believe in giving us epic goals, in motivating us to collaborative action, in celebrating personal effort."
  3. "Games embellish reality, making ordinary moments more exciting and meaningful."
  4. "Games are engines of positive emotion, producing pride, relief, awe, and wonder."
  5. "The future belongs to those who play."
  6. "Games enable us to experience the emotions and challenges we rarely get to feel and face in real life."
  7. "Games are a form of optimism, a belief that we're capable of overcoming obstacles and achieving success."
  8. "Games teach us the concept of failure as iteration instead of a permanent roadblock."
  9. "Games provide a sense of control and agency, allowing us to make decisions and witness the impact of our actions."
  10. "Games are a powerful tool for learning and problem-solving, fostering creativity and critical thinking."
Chapter 8 Books with a Similar Theme as Reality is Broken Book
  1. "SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver, and More Resilient - Powered by the Science of Games" by Jane McGonigal

Jane McGonigal, a renowned game designer, explores the positive impact of games on our lives in "SuperBetter." This book builds on the themes of "Reality is Broken" by providing a practical guide to harnessing the power of games to improve our well-being, resilience, and personal growth.

  1. "The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education" by Karl M. Kapp

For those interested in applying game principles to the field of education and training, "The Gamification of Learning and Instruction" is an excellent choice. Karl M. Kapp explores how incorporating game elements and mechanics can enhance the learning experience and increase motivation.

  1. "Alone Together: Why We Expect More from Technology and Less from Each Other" by Sherry Turkle

Sherry Turkle's thought-provoking book challenges our growing dependence on technology and highlights the potential consequences of virtual interactions. "Alone Together" offers valuable insights into the ways technology intersects with our need for meaningful human connection.

  1. "Hooked: How to Build Habit-Forming Products" by Nir Eyal

Building on the idea that games often engross and captivate us, "Hooked" delves into the psychology behind creating addictive products. Nir Eyal provides practical advice on how to design experiences that grab and retain users' attention, making it a fascinating read for those interested in the intersection of technology and human behavior.

  1. "Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences" by Stephen Anderson

For readers intrigued by the design aspects of games and how they engage users, "Seductive Interaction Design" is an excellent recommendation. Stephen Anderson explores the techniques and principles behind creating compelling interactive experiences that captivate and motivate users.

[00:00:00] Hi, welcome to Bookie. To unlock more world-class bestseller, please download our app.

[00:00:06] Just search for B-O-O-K-E-Y at Apple Store or Google Play. You will get seven days free

[00:00:12] trail with more features. Today we will unlock the book reality is broken, why games make us better

[00:00:19] and how they can change the world. Reality is broken. Gamers are abandoning reality in droves and migrating into the virtual world.

[00:00:29] Countless numbers of people detach themselves from society, and indulge themselves in

[00:00:34] games.

[00:00:35] Some worry that, sooner or later, gamers who escape from the real world and normal life

[00:00:40] will cause a total social disaster.

[00:00:43] Is this true? We are all familiar with a word game, and more than likely, we have played games ourselves.

[00:00:50] Veteran gamers make time for gaming whenever possible. They love to spend the whole weekend

[00:00:56] or even every day, whenever they are free, playing virtual games. For example, determined

[00:01:02] to master the challenges of the game, World of Warcraft players have

[00:01:06] written 250,000 instructional articles on the Wawiki, the second largest online encyclopedia

[00:01:13] worldwide, second only to Wikipedia.

[00:01:16] Another example is Mario Kart.

[00:01:18] Mario Kart fans take their handheld game consoles everywhere they go.

[00:01:23] Many young people would spend a fortune buying gaming

[00:01:26] objects, such as magical swords. Many kids would spend hours and hours playing computer games

[00:01:32] every day, not willing to do anything else, inevitably leading parents to view games as

[00:01:37] seriously harmful. Even if you don't play games often, you may have played them occasionally and

[00:01:42] have experienced addiction, or you may know

[00:01:45] someone really addicted to games.

[00:01:48] The book reality is broken tells us however that games won't bring disaster.

[00:01:53] On the contrary, it tells us that they are the key to the future, and that they can make

[00:01:57] the world a better place.

[00:01:59] How can this be?

[00:02:01] After listening to this bookie, you may understand the principles of games and uncover their

[00:02:06] mysteries.

[00:02:08] This book was written by the American author Jane McGonagall, a famous futurist.

[00:02:13] She is the director of game research and development at the Institute for the Future.

[00:02:18] She worked as the chief game designer for 42 Entertainment, a renowned company that specializes

[00:02:24] in creating and producing

[00:02:25] alternate reality games. She has been viewed as a kind of ambassador of the $60.4 billion

[00:02:31] global game industry, since she spoke at the influential TED Talk Conference in 2010.

[00:02:37] When she at TED Talks that received even more attention than those of Bill Gates.

[00:02:43] In the following, we will talk about the key insights of the book in three parts.

[00:02:48] The first part, what is a game?

[00:02:51] The second part, how games make us better?

[00:02:54] The third part, how games can change the world?

[00:02:58] What is a game?

[00:03:00] What are its differences from and advantages over reality?

[00:03:04] The author believes there are four defining traits of a game.

[00:03:07] A goal, rules, a feedback system, and voluntary participation.

[00:03:12] Let's get to them one by one.

[00:03:15] First, the goal. In reality, we are often inclined to give up halfway,

[00:03:20] because we set our goal either so high that it's beyond our ability to reach,

[00:03:24] so low that it offers little satisfaction, or we don't goal either so high that it's beyond our ability to reach,

[00:03:25] so low that it offers little satisfaction, or we don't even have a goal for ourselves.

[00:03:30] Then why are we so motivated when playing a game?

[00:03:34] That's because in every phase, a game sets a clear goal for the player, and it will adjust

[00:03:39] itself as one plays the game.

[00:03:41] The goal will remain at a certain level, with some difficulty for the player to reach, but not so much that it's beyond one's ability.

[00:03:49] In this way, the goal stays fascinating, manages to grab the player's full attention, and immerse the person into the game.

[00:03:57] Second, the rules. We seldom set rules for ourselves in reality. A game however will set some rules to create

[00:04:05] difficulty, lest the player reach the goal too easily. Not only are the rules able to

[00:04:11] limit the player's actions, but can also stimulate one's desire to challenge oneself,

[00:04:16] leading the player to be more creative in playing the game.

[00:04:20] Third, the feedback system. In reality, we often quit, because we feel like our efforts

[00:04:26] generate no feedback or visible results. The feedback system of a game, however, tells

[00:04:33] the player how far away the goal is in the form of points, levels, scores, progress bars,

[00:04:39] and so on. It allows players to know what they've achieved, what level they are at,

[00:04:44] and how long they would need to reach their they've achieved, what level they are at, and how long

[00:04:45] they would need to reach their goal. Moreover, the feedback system gives them a hint, the

[00:04:50] goal will surely be achieved, you just need to continue playing.

[00:04:55] Finally, voluntary participation. In real life, there are many things that we have to

[00:05:01] do simply in order to survive. In a game, all that players must

[00:05:05] understand and accept are the goal, the rules, and the feedback system. Because they participate

[00:05:11] voluntarily, they can leave whenever they want. Although challenges in a game are deliberately

[00:05:17] designed to be difficult, voluntary participation ensures the player's sense of safety and

[00:05:22] fun. No one likes to be forced to do something, which means that games are intrinsically satisfying.

[00:05:29] They attract you, but they don't force you.

[00:05:32] The philosopher Bernard Suits summed up the four decisive traits that defined gaming as

[00:05:37] such, playing a game is the voluntary attempt to overcome unnecessary obstacles.

[00:05:44] According to McGonagall, this definition explains everything about the motivation, the rewards

[00:05:49] and the fun that games can offer.

[00:05:51] For example, when playing golf, you have a clear goal of hitting your ball into a series

[00:05:56] of tiny holes, with fewer tries than the others.

[00:06:00] If it weren't for playing, you could simply walk to each hole and put the ball in with

[00:06:04] your hand.

[00:06:05] The reason why golf is a game lies and you voluntarily standing far away from the hole,

[00:06:10] and swinging the ball in with a club.

[00:06:13] Golf is worth playing and is enjoyed by many precisely, because all players have agreed

[00:06:18] to make such a task more challenging.

[00:06:20] Obviously, games can motivate people to actively challenge oneself and exert their particular

[00:06:26] strengths.

[00:06:28] This being said, we can also see that games can bring a remarkable experience of flow.

[00:06:34] What is that?

[00:06:35] According to American psychologist Mihal Cheek sent Mihai, who first proposed this concept,

[00:06:41] flow is a specific kind of happiness, the satisfying exhilarating feeling of creative

[00:06:46] accomplishment and heightened functioning.

[00:06:48] Cheap sent me high found that there was a serious lack of flow in our daily life, but

[00:06:53] that it could be easily spotted in games.

[00:06:56] A game motivates its players to play their best, but at the same time presents them with

[00:07:01] the imminent danger of failing.

[00:07:03] If they do fail, players would feel the impulse to challenge themselves and try again.

[00:07:09] People feel highly engaged in activities that call for full potential, and in turn create

[00:07:14] flow.

[00:07:15] When you are in a state of flow, you desire to remain there.

[00:07:20] Take Tetris for example.

[00:07:22] Many have played the game, and they know that it is endless and that they are guaranteed

[00:07:26] to lose.

[00:07:27] Doesn't seem very fun, right?

[00:07:30] But in fact, Tetris is one of the most popular games, and is very addictive.

[00:07:35] Why is that?

[00:07:36] Because it gives players flow.

[00:07:38] Besides seeing row after row of pieces disappearing with a puff, you see your score constantly

[00:07:44] rising on the screen,

[00:07:45] and you experience an ever-increasing challenge. The game strikes a perfect balance between a

[00:07:51] challenging task and a realistic goal. Using this process, a game brings positive emotions,

[00:07:58] which makes people feel happy. In our daily lives, we often feel bored with our work,

[00:08:04] like we aren't reaching our full potential, or we feel like we are not being taken seriously, and as if we are wasting our lives.

[00:08:11] We sometimes can't control the pace of our workflow, and our efforts seem to be in vain, which makes us feel low.

[00:08:18] However, when playing a game, we are actively engaged in it.

[00:08:22] A game activates the nervous system, and other physiological systems relating to happiness.

[00:08:29] It concentrates one's mind with constant stimulus and feedback.

[00:08:33] One feels energetic and excited when fulfilling the task.

[00:08:37] Alright, let's wrap up the first part.

[00:08:40] There are four defining traits of a game, a goal, rules, a feedback system, and voluntary

[00:08:46] participation.

[00:08:48] So playing a game is the voluntary attempt to overcome unnecessary obstacles.

[00:08:53] Additionally playing a game brings with it the remarkable experience of flow.

[00:08:59] Next, let's move on to the second part, and talk about how games make us better. First, games satisfy people's longing for good work.

[00:09:09] In real life, we may have goals in our job, like key performance indicators and so on,

[00:09:15] but no specific action plan.

[00:09:17] And even if goals and an action plan exist, it is difficult to see the results directly

[00:09:22] and immediately. However, in a game, the task is clear, the actions needed to finish the task are specific,

[00:09:31] and the feedback and rewards are timely and vivid.

[00:09:34] A game keeps one constantly interested.

[00:09:37] Statistics show that players of World of Warcraft have spent a collective time of 5.93 million years in the game.

[00:09:45] What does this number imply?

[00:09:47] 5.93 million years ago, our ancestors were still walking on all fours, so if you had

[00:09:53] given them a gamepad, they wouldn't even have Agile Four limbs to play with it.

[00:09:58] So why is a game so attractive?

[00:10:00] Let's see how its tasks are set up.

[00:10:03] For example, imagine a player's task is to bring the blade of

[00:10:06] Drakmar to Yale and even song at the Argent Tournament grounds. The game, when giving the task, will tell

[00:10:13] the player where to go, who to meet, in what way to retrieve the blade, and then where to find Yale

[00:10:19] and even song and give it to him. See, it is very clear what the task is, where to go, and what to do.

[00:10:26] This is what the work we crave in real life looks like.

[00:10:30] Second, game satisfy people by giving them the experience of being successful.

[00:10:36] In addition to clear tasks and actions, World of Warcraft gives players constant positive

[00:10:41] feedback and rewards. Every avatar has a status bar right above its head, which constantly flashes positive

[00:10:48] feedback at players, plus one stamina, plus one intellect, plus one strength.

[00:10:54] The points represent your resources.

[00:10:57] The bigger effort you make, the more resourceful you are, your virtual character can wear better

[00:11:02] armor or use more powerful weapons.

[00:11:05] If you complete a high-level raid, you'll see a change in your virtual world,

[00:11:10] what you see will differ from someone who hasn't finished the raid.

[00:11:14] In real life, we often feel like we are not making any progress in our work,

[00:11:19] which makes us feel depressed. Sometimes, failing means that we also have to face a pay cut or resignation.

[00:11:27] But in a game, it doesn't matter if you lose. A game makes failure fun and directs our attention

[00:11:33] to the goal, so when we try again, we are more likely to win. For example, in Super Monkey Ball,

[00:11:40] a bowling type game, players roll transparent bowling balls with monkeys inside them.

[00:11:45] A bowling-type game, players roll transparent bowling balls with monkeys inside them. The balls roll down twisted bowling lanes floating in outer space.

[00:11:49] If you don't throw a ball well, the monkey will roll right off the edge of the lane,

[00:11:54] screaming, disappearing into the atmosphere.

[00:11:57] Flying monkeys make players laugh, and turn failure into happiness.

[00:12:01] Players realize that the monkey can get some more bananas to eat

[00:12:05] if they succeed, but even if it fails, it will still fly into space in a silly way. This

[00:12:11] hooks them to keep playing.

[00:12:13] In other words, people can always find the satisfaction of success.

[00:12:18] Third, games satisfy people's desire to connect with the world. Compared to games, reality feels distant.

[00:12:26] Games build stronger social bonds, and create more active social networks.

[00:12:31] The more time people spend interacting on social networks, the more likely they are to

[00:12:36] generate positive per social emotions.

[00:12:39] The more people play games together, the more the sense of global community is generated. For example, more than 5 million people play a scrabble like Crossword Game on Facebook.

[00:12:50] Players remain active in the game even if they are offline.

[00:12:54] When it's your turn to move, Facebook will send an alert to your home page,

[00:12:58] your email, or your cell phone. Someone left a review for the game which goes like this,

[00:13:04] everyone in your

[00:13:05] social network, even your mom, knows how to play Scrabble. Another person said,

[00:13:10] I live in Atlanta and my mom's in Texas. We love to have game night across the

[00:13:15] miles. People never feel lonely in a game. It unites people by building a

[00:13:21] community from scratch. Even if the players are total strangers unwilling to interact in the real world, good games can

[00:13:28] focus their attention on the same goal.

[00:13:31] When given the motivation and methods to pursue this goal, players are moved to actively communicate

[00:13:36] with each other.

[00:13:38] Fourth, games make people believe that life is more meaningful.

[00:13:43] Every day life often leaves one feeling bored, anxious, and purposeless.

[00:13:48] Games however, place people in a much more fulfilling setting.

[00:13:52] They must make every effort to accomplish a certain mission, which helps them find more

[00:13:56] meaning in life.

[00:13:58] Take Halo 3 for example.

[00:14:00] The player's goal is to save the human race from aliens.

[00:14:04] They have created a collective milestone.

[00:14:06] They killed 10 billion virtual enemies, about 1.5 times the total population on Earth.

[00:14:13] To achieve this goal, players of Halo 3 spent 565 days in the third and final campaign

[00:14:19] of the fictional Great War, killing an average of 17.5 million enemies per day, 730,000 per hour, and 12,000

[00:14:28] per minute.

[00:14:30] After accomplishing this milestone, the players all went to their forum to celebrate and claim

[00:14:35] their own contributions.

[00:14:37] For example, one player wrote, I just did some math and with my 32,388 kills, I have

[00:14:44] 0.00032% of the 10 billion kills.

[00:14:49] One player even suggested, we did that with just a few million gamers.

[00:14:54] Imagine what we could do with the full force of 6 billion humans.

[00:14:58] You see, although killing enemies in the game doesn't actually create value, and they were

[00:15:03] not saving real lives or the human race, it still made people feel happy, and as if they had done something meaningful,

[00:15:10] because they pursued the goal with millions of others.

[00:15:13] They felt like they had contributed to something great, and together they had made miracles

[00:15:18] happen.

[00:15:19] Meaning in life is something we all want.

[00:15:21] We want to leave a mark on the world, we want to make valuable contributions, we crave respect, we desire to create miracles, we desire to influence

[00:15:31] others. All of these can be achieved in games.

[00:15:34] Alright, let's wrap up the second part, how games can make us better.

[00:15:40] First, game satisfy people's longing for good work. Next, game satisfy people with the experience of being successful.

[00:15:48] Additionally, game satisfy people's desire to connect with the world.

[00:15:53] Lastly, games make people believe that life is more meaningful.

[00:15:57] Mainstream theories of positive psychology believe there are four secrets that make real life better,

[00:16:03] the desire for satisfying work, the desire for the experience of being successful, the desire for social connection,

[00:16:10] and the desire for meaning.

[00:16:12] All of these cravings are fulfilled in games.

[00:16:16] Today we are just sharing limited bookie.

[00:16:18] To unlock more key insights of world-class bestseller, please download our app.

[00:16:24] Just search for B-O-O-KK-EY at Apple Store or Google Play.

[00:16:28] You will get 7 days free trail with more features.