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How To Save The World
How To Save The World
INTRODUCTION
Its no small secret that video games have taken the world by storm. Everywhere you look, you
can find games and the people who play them: from the kids who get home from school, turn
on their consoles, and zone out; to their adult counterparts who never really bid farewell to
their inner children; to the stay-at-home mothers who are looking for a little entertainment to
brighten up their days; to the hardworking fathers whose jobs are interspersed with frequent
gaming breaks. Its not an exaggeration to proclaim that almost everyone these days is a
gamer. But what does this pattern say about our culture? When children and adults alike are
retreating in droves to alternate worlds such as those found in video games, what does that
indicate about our own world? The answer, it seems, is that we are not getting what we want
out of it. The world that we live in, and everything we do in it, is not enough to maintain the
continuous stimulation we require in order to consider ourselves to be living truly fulfilled lives.
And so we are attempting to find it elsewhere.
This is a problem. A big one. Edward Castronova, economist and author, refers to it as a mass
exodus to the virtual world and cautions that if things dont change, the trend will lead to a
large upset in the overall well-being of the globe: The exodus of people from the real world,
from our normal daily life, will create a change in social climate that makes global warming look
like a tempest in a teacup (Castronova, 2007). But where do we begin? Are video games the
issue? Will doing away with them solve everything? Or are they merely a temporary antidote to
a very dangerous disease, one that requires a much more powerful cure?
What if I proposed that games, often mistaken as a symptom of this disease, could actually be
that cure? If were so quick to dismiss reality in favor of games, then isnt it possible that they
hold the answer to what it is were looking for in real life? My answer, as you may have already
predicted, is a resounding YES! It is my belief that our gaming habits are a window into what
exactly weve been missing. And if we can harness the power of games in just the right way, I
believe they have the potential to change our lives, and our world, for the better.
and stuck in the present (McGonigal, 2011). These are fairly harsh words to describe the world
in which we live, but when we compare our world to the game world, its no surprise that
people might feel this way.
In the game world, were consistently provided with work that is the polar opposite of all these
negatives. Were challenged and uplifted by it. We feel productive and hopeful. It keeps us
connected. What were doing seems important and we become easily engaged. Its meaningful
and rewarding. It encourages relationships. Were not afraid of it. Resources are endless. Our
ambitions carry us. We feel organized and united. And there are no limits on where or when we
can go.
Arent these things what were ultimately searching for in life? If so, then no wonder were
experiencing a mass exodus. If we can get them in the game world, then theres no reason we
need them in the real world, right? The problem, however, is that if were not careful, were not
going to have a real world to escape from for much longer. The more people there are that
need to retreat from reality, the fewer people there will be to hold reality together. In
Castronovas words, While we are playing, things we used to do on the outside, in reality,
wont be happening anymore, or wont be happening in the same way. You cant pull millions of
person-hours out of a society without creating an atmospheric-level event (Castronova, 2007).
The alternative, of course, is to reverse the trend by reshaping our world such that we dont
need to escape from it. And by understanding what it is we love about games, what it is that
keeps us coming back for more, we may actually stand a chance of doing that.
HOW CAN THE GAMIFICATION OF OUR LIVES IMPROVE THEM FOR THE BETTER?
The Oxford English Dictionary defines gamification as the application of typical elements of
game playing (e.g. point scoring, competition with others, rules of play) to other areas of
activity (Gamification, 2014). And it is this process of gamification that I believe needs to
take place in the real world if we are ever going to lead lives of genuine fulfillment. But how do
we make this happen?
Game developers and other creative individuals who are aware of the rift between reality and
games have been attempting to close the gap for quite some time. In his self-help book The
Nerdist Way: How to Reach the Next Level (In Real Life), author and comedian Chris Hardwick
makes the distinction between a Nerd and a Nerdist: A Nerdist is, more specifically, an
artful Nerd. He or she doesnt just consume, he or she creates and innovates (Hardwick, 2011).
Hardwick then paves the way for people to do just that by showing the how to RPG their lives
to encourage improvement in various areas. He has his readers assess their various attributes
and skills, and then organize them in the same way they would if they were a character in a
table-top roleplaying game. They are taught how to keep track of their progress as they level
up and get closer and closer to their goals.
Both of these examples, The Nerdist Way and SuperBetter, employ gamification to our lives
in ways that invigorate us. But many developers today are creating games that are, in a way, a
hybrid between these types of games and traditional games. Zombies, Run!, for instance, is a
self-described immersive running game. Players download the application onto their mobile
phones and then utilize the post-apocalyptic storyline as incentive to exercise. GPS-based
technology allows the game to spawn zombies at various locations along an individuals
route, which they must then try to escape from. Missions include collecting various resources
throughout the community that may then be used to fortify a players home base.
CONCLUSION
One day, we may live in a world where everything we do is gamified. An important question
we need to ask ourselves is Would we want to live in a world like that? If it means
experiencing all of the positive emotions we feel while playing video games and as long as its
for the right reasons (i.e. as long as its enticing us out of the virtual world and into the real
world, and not just trying to sell us a product), then Im all for it.
Theres still a mountain of work to be done in this field and were nowhere close to
accomplishing everything we could with the power of games. But the more we realize that
power, and the harder we try to harness it for the sake of improving our everyday lives, the
more possible it seems that one day we may live to see an exodus from the virtual world back
into reality. That is the day I live for.
BIBLIOGRAPHY
Castronova, E. (2007). Exodus to the Virtual World: How Online Fun Is Changing Reality. New York:
Palgrave Macmillan.
Gamification. (n.d.). Retrieved December 8, 2014, from
http://www.oxforddictionaries.com/definition/english/gamification
Hardwick, C. (2011). The Nerdist Way: How to Reach the Next Level (In Real Life). New York: Berkley
Books.
Kelly, T. (2011, February 24). Opinion: Gamification And Avoiding The Fate of ARGs. Retrieved December
8, 2014, from
http://www.gamasutra.com/view/news/123459/Opinion_Gamification_And_Avoiding_The_Fate_of_AR
Gs.php
McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the
World. New York: Penguin Press.