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#1 (permalink) |
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(Wall Street Journal) - Any impulse among cultural snobs to deny
the significance of videogames as either entertainment or business should have vanished last November, with the release of Activision's "Call of Duty: Black Ops." This "first-person shooter," in which the player sees the game world through the eyes of a soldier fighting various battles, took in $360 million on its opening day. By the end of the year, it had made a billion bucks, faster than any Hollywood blockbuster ever—save "Avatar," itself a videogame manqué. Indeed, the rise of gaming in the past quarter-century is such a significant social and economic development that it has begun to attract the notice of those who make their living telling us What the Future Holds and What It All Means... Now there is Jane McGonigal, who sees in videogames nothing less than the path to a golden tomorrow. Ms. McGonigal is, so help me, the Director of Games at the Palo Alto, Calif.-based Institute for the Future. She has, however, traveled back to the present to bestow upon usher observations in "Reality Is Broken" (Amazon: http://xrl.us/RealityBroken ). The book's thesis is essentially that real life isn't as fun or rewarding as videogames, and so life should be "fixed" to be more like the games. This would be achieved by applying gaming scenarios and game logic to real-life interactions, ranging from doing the laundry to saving the world... Continued: http://sn.im/RealityBroken |
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#2 (permalink) |
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vx@rip.ax.lt wrote:
.... > Now there is Jane McGonigal, who sees in videogames nothing less > than the path to a golden tomorrow.... > The book's thesis is essentially that real life isn't as fun or > rewarding as videogames, and so life should be "fixed" to be more > like the games. This would be achieved by applying gaming scenarios > and game logic to real-life interactions, ranging from doing the > laundry to saving the world... One day I visited "Fun and Games" in Framingham to see what was big. One game I liked that was cooperative was a two steering wheel thing that was a Hook&Ladder game - very apropos to real life! Another game was unattended and had a rack of quarters above it! So I plunked in a couple of quarters and tried to save the world from attacking aliens and atomic bombs! A kid walked up and offered to play (they were obviously his quarters and he was obviously the local whiz!). I blasted a few bombs and finally was done in by 'The Mother Ship." He took his turn and laiddownarapidbarrage acrossthetop blasted the alienship and tookout thestraybombs onthewayback acrross the screen! Our Country Will Be in Good hands! |
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#3 (permalink) |
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> Now there is Jane McGonigal, who sees in videogames nothing less
> than the path to a golden tomorrow. Ms. McGonigal is, so help me, > the Director of Games at the Palo Alto, Calif.-based Institute for > the Future. She has, however, traveled back to the present to > bestow upon usher observations in "Reality Is Broken" (Amazon: > http://xrl.us/RealityBroken ). > > The book's thesis is essentially that real life isn't as fun or > rewarding as videogames, and so life should be "fixed" to be more > like the games. She can start by getting down on her knees and giving me a POV blowjob. If she keeps her mouth wide open I promise not to mess up her clothes. |
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