Compared to literature, film, television, and the other
forms of media we regularly consume, video games are the new kids on the block. But they have taken the block by storm. Their popularity only increasing as each
generation’s thumbs develop left and right brain coordination, they are also
the most lucrative form of media in terms of profits. Despite the rise in popularity, misconceptions
about video games persist. They cause
violence. They isolate. They addict.
And so on. What real-world
research has to say about video gaming is something entirely different,
however. Naturally, as with too much of
anything, there can be problems, but as a whole the number of positives
outweighs the negatives. The world, in
fact, is round. In SuperBetter: The Power of Living Gamefully (2016), Jane McGonigal
takes advantage of the misconceptions by creating her own program: how “gaming”
can improve our lives—without the need for a television or controller.
Aimed at people who are dealing with things from PTSD to procrastination,
anxiety to loss, stress to motivational issues, depression to irrational fears,
and a host of other problems, SuperBetter
describes McGonigal’s program for tackling such issues in a manner heavily
influenced by the science of games and cognitive behavior therapy. The program possible to be approached
individually, with friends, or with professional help, McGonigal takes the conclusions,
empirical and cognitive, from game research and implements them in a new form.
SuperBetter
perpetually fooled me into believing it was an actual video game given the
verbiage McGonigal uses. An important
parallel, one of the biggest ideas in SuperBetter
is the change in perception we need to tackle our biggest issues and
challenges. People generally relish the
fun of putting together a puzzle or solving a problem in a game but rarely
relish the challenge of getting better at public speaking or confronting loss. With a few practical tools and changes in
verbiage, McGonigal shows how these and other such issues can be tackled
gamefully—specific pain points can be treated as “bad guys”, feel goods can be
treated as “power-ups” to help balance positive and negatives, our existing talents
can be “super powers”, and friends can be involved as “extra lives” in our “games”
for support. I personally do not suffer
from any mental or social issues, but the book nevertheless made a strong
impression how simple changes in nomenclature can turn situations previously
perceived as threats or dangers into welcome challenges or opportunities, which
is something anyone can appreciate. (The
framework McGonigal provides beyond this is far more in-depth.)
The other element that constantly impressed me about SuperBetter was the amount of research
that backed up McGonigal’s program, not to mention the positives of gaming in
general. While I never was a person who
thought video games cause violence, isolate players, etc., I also never
believed they could be a force for good, more low brow entertainment like
blockbuster Hollywood films or pulp science fiction. I was wrong.
The research in SuperBetter is
fascinating (and is the reason to read this book if you do not have need of
mental help). A simple example:
researchers wanted to improve perceptions young have of the old, so they created
two sample groups to study. One group
consisted of teens and elderly who had never met and were given free time to eat,
watch movies, and go for walks together.
A second group of teens and elderly under the same circumstances were
given video games to play cooperatively.
In both groups the perceptions the young had of their older counterparts
had improved by the completion of the study.
The difference was that, in the group which played video games the young’s
perception extended beyond the elderly they played games with to all elderly. In short, gaming cooperatively enhanced their
sense of empathy and compassion beyond the individual to the social level. Along with numerous case studies of people
who applied McGonigal’s program, there is a lot of additional research
described in SuperBetter.
In the end, SuperBetter
is an extremely interesting book for the amount interesting research into
gaming it cites. Far more geared toward
McGonigal’s program SuperBetter and its potential to make key life improvements
for people, however, it foremost comes recommended to people looking to
approach their personal issues, big and large, from a new perspective and
within a new framework. Video games just
the backdrop, the program itself is much broader and more practical and
personal in scope. If reviews can be
trusted (can they?), it seems McGonigal’s earlier book Reailty is Broken is intended to be focused more on the science
behind gaming, not her cognitive therapy program. Regardless, gaming was always just a hobby to
me; I now look at it differently.
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