Jane McGonigal
Jane McGonigal
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Overview

Jane McGonigal, born on October 21, 1977, is an American game designer, author, and researcher known for her work on the potential of games to improve lives and solve real-world problems. This timeline highlights key moments and periods in her life that have shaped her career and contributions to the field of gamification and positive psychology.
Main Milestones
Birth
October 21, 1977
Jane McGonigal is born in the United States. From an early age, she develops a passion for games and storytelling, setting the stage for her future career path. The early immersion in creative activities laid the foundation for her later exploration of games' potential to engage and motivate individuals.
Studies at UC Berkeley
Late 1990s
McGonigal attends the University of California, Berkeley, where she studies English and performs improv comedy. This period hones her storytelling abilities and her understanding of how to engage audiences, skills which would later become central to her game design philosophy and lecturing style.
PhD at UC Berkeley
Early 2000s
McGonigal pursues a PhD in Performance Studies at UC Berkeley. This academic rigor provides her with the research skills and theoretical framework necessary to explore the psychological and social impacts of gaming in a more in-depth and scientific manner, ultimately fueling her innovative approach to game design.
Avant Game
2006
Jane McGonigal co-founds Avant Game, a company specializing in the design of large-scale, real-world games, or Alternate Reality Games (ARGs). This venture marks her formal entry into the game development world, where she begins to apply her academic research to practical game design and community building through interactive experiences.
Brain Injury and 'Jane the Concussion Slayer'
2009
McGonigal suffers a severe concussion that leaves her struggling with daily life. To cope, she creates a game called 'Jane the Concussion Slayer' (later renamed to 'SuperBetter'), designed to apply game mechanics to her recovery process. This experience becomes a pivotal moment, demonstrating the therapeutic and motivational potential of games, and laying the groundwork for her future work on using games for personal well-being.
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
2010
McGonigal publishes her first major book, 'Reality Is Broken,' which argues that games can solve many of the world's problems by harnessing the positive emotions and motivations they elicit. The book becomes a bestseller and establishes her as a leading voice in the gamification movement, broadening her influence beyond the gaming community.
SuperBetter Launch
2012
McGonigal officially launches 'SuperBetter', a web and mobile platform based on her personal recovery experience. It's designed to help people tackle challenges, build resilience, and improve their mental and physical health. This is the full manifestation of her work using game design to increase personal well-being.
SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient
2015
She publishes her second book, 'SuperBetter,' which expands on the principles and techniques behind the SuperBetter game. The book provides practical advice and research-backed strategies for applying a gameful mindset to overcome adversity and achieve personal goals, solidifying her expertise in positive psychology and the power of gameful living.
Imaginable: How to See the Future Coming and Feel Ready for Anything—Even Things That Seem Impossible Today
2022
McGonigal publishes Imaginable, a book focused on using futurism and scenario planning to cultivate resilience and prepare for potential future challenges. This work reflects her expanding interest in applying gameful thinking to broader societal issues, empowering individuals to shape their own futures by envisioning and preparing for different possibilities.