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Jane McGonigal
Jane McGonigal
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Brief
Known For
Game design, authoring books on the positive potential of gaming, and research into the psychology of games.
Key Dates and Places
  • Born Date: October 21, 1977.
  • Born Place: United States.
Career
  • Current occupation: Game designer, author, researcher, consultant.
  • Current Place of Work: Institute for the Future (IFTF).
Achievements and Recognition
  • Awards: According to SuperBetter website and LinkedIn profile, McGonigal has served as Director of Research and Development at the Institute for the Future. She is the author of Reality is Broken: Why Games Make Us Better and How They Can Change the World, and SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Education
Ph.D. in Performance Studies from the University of California, Berkeley; B.A. in English from Yale University, summa cum laude.
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.
Jane McGonigal

Jane McGonigal (born October 21, 1977) is an American author, game designer, and researcher. McGonigal is known for her game Jane the Concussion Slayer and her role as Director of Game Research and Development at Institute for the Future.

Key Information

Early years and education

[edit]

McGonigal was brought up in New Jersey.[1] Her parents are teachers who emphasized intellectual attainment. Her identical twin sister, Kelly McGonigal, is a psychologist.[2]

McGonigal received her Bachelor of Arts in English from Fordham University in 1999,[3] and her Ph.D. in Performance Studies from the University of California, Berkeley in 2006.[4] She was the first in the department to study computer and video games.[5]

Personal life

[edit]

In 2009, she suffered a debilitating concussion that helped her develop a game, Jane the Concussion Slayer, for treating her concussion and other similar conditions; the game was later renamed SuperBetter.[6]

Philosophy

[edit]
McGonigal at Foo Camp in 2009

McGonigal writes and speaks about alternate reality games and massively multiplayer online gaming. She also writes about the way that collective intelligence can be generated and used as a means for improving the quality of human life or working towards the solution of social ills. She has stated that gaming should be moving "towards Nobel Prizes."[7]

McGonigal has been called "the current public face of gamification."[8] Despite this, McGonigal has objected to the word, stating, "I don't do 'gamification,' and I'm not prepared to stand up and say I think it works. I don't think anybody should make games to try to motivate somebody to do something they don't want to do. If the game is not about a goal you're intrinsically motivated by, it won't work."[9]

Career

[edit]

After earning her Bachelor of Arts in English, McGonigal started developing her first commercial games. As a designer, McGonigal became known for location-based and alternate reality games.[10] She has taught game design and game studies at the San Francisco Art Institute and the University of California, Berkeley.[11]

In 2008, she became the Director of Game Research and Development at Institute for the Future,[12] and in 2012, the Chief Creative Officer at SuperBetter Labs.[13]

Games

[edit]

McGonigal has been developing commercial games since 2006, some of which are listed in the following chart:

Year Title Organization Credit
2012 SuperBetter SuperBetter Labs Chief Creative Officer
2011 Find the Future: The Game New York Public Library Director[14]
2010 Evoke World Bank Institute Creator
2009 Cryptozoo American Heart Association Director
2008 Top Secret Dance-Off Creator (under pseudonym Punky McMonsef)
2008 Superstruct Institute for the Future Director
2008 The Lost Ring McDonald's and The Lost Sport Director
2007 World Without Oil ITVS Interactive Participation architect w/ Ken Eklund[15]
2006 Cruel 2 B Kind Concept and design w/ Ian Bogost
2005 Last Call Poker 42 Entertainment Live Events Lead [citation needed]
2005 PlaceStorming [16]
2004 I Love Bees 42 Entertainment Community Lead/PuppetMaster [17]
2004 Demonstrate [citation needed]
2004 TeleTwister [citation needed]

SuperBetter

[edit]

In July 2009, Jane suffered a concussion after hitting her head in her office. The symptoms were severe and lasted for several weeks. They made her feel suicidal. She requested her friends to give her tasks to do each day.[9]

Wanting to recover from her condition, she created a game to treat it. The game was initially called Jane the Concussion-Slayer (after Buffy the Vampire Slayer), then renamed SuperBetter.[18] McGonigal raised $1 million to fund an expanded version of the game.[9] Additionally, she has collaborated on commissioned games for the Whitney Museum of American Art and the Museum of Contemporary Art, Los Angeles.[19]

Books

[edit]

On January 20, 2011, McGonigal's first book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World, discusses gaming, massively multiplayer online gaming and alternate reality games. Using current research from the positive psychology movement, McGonigal argues that games contribute to human happiness and motivation, a sense of meaning, and community development.

The book was met with a favorable reception from The Los Angeles Times[20] and Wired[21] and mixed reviews from The Independent.[22] The book received criticism from some quarters, notably the Wall Street Journal, which felt that her thesis—which claimed to use games to "fix" everyday life by giving it a sense of achievement and making it seem more fulfilling and optimistic—made "overblown" claims from minor examples, and did not address conflicting individual goals and desires, or the influence of "evil."[23] The New York Times Book Review[24] also criticized some points in her book, citing the lack of evidence demonstrating that in-game behavior and values could translate into solutions to real-world problems such as poverty, disease, and hunger.

On September 15, 2015,[25] McGonigal's second book, SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver, and More Resilient, was published by Penguin Press. It was #7 on the New York Times Best Seller: Advice, How-to, and Miscellaneous List its debut week.[26]

McGonigal's third book, Imaginable: How to See the Future Coming and Feel Ready for Anything―Even Things That Seem Impossible Today, was released on March 22, 2022.[27]

Recognition

[edit]
Date Award Description
2010 O: The Oprah Magazine "2010 O Power List" Named in O: The Oprah Magazine as one of 20 important women of 2010 on the "2010 O Power List"[28]
2008 Women in Games: Gamasutra 20 Named in the first Gamasutra 20, honoring 20 notable women working in video games.[29]
2008 South by Southwest Interactive Award for Activism Awarded for World Without Oil [30]
2006 MIT Technology Review's TR100 Named one of the world's top innovators under the age of 35 by MIT's Technology Review.[31]
2005 2005 Innovation Award from the International Game Developers Association and a 2005 Games-related Webby Award. For I Love Bees, the Halo 2 promotion.[32][33]

Publications

[edit]
External videos
video icon Jane McGonigal: Massively multi-player... thumb-wrestling?, TED Talks, published November 15, 2013
  • Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press (2011). ISBN 978-1-5942-0285-8.
  • SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient. Penguin Press (2015). ISBN 978-1594206368
  • Imaginable: How to See the Future Coming and Feel Ready for Anything―Even Things That Seem Impossible Today. Spiegel & Grau (2022). ISBN 978-1954118096

References

[edit]
  1. ^ Joiner, Whitney (2011-06-22). "Super Girl". ELLE. Retrieved 2019-03-14.
  2. ^ "Jane McGonigal Sees the Future in Games". rvatech. 2013-06-20. Retrieved 2019-03-14.[permanent dead link]
  3. ^ Wilson, David McKay. "Jane McGonigal: Real Gamer" (PDF). Fordham.edu. Retrieved 2 October 2012.[permanent dead link]
  4. ^ "Performance Studies Alumni". UC Berkeley Theater, Dance, and Performance Studies. Retrieved 4 January 2023.
  5. ^ McGonigal, Jane (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Books. pp. 8. ISBN 978-1-59420-285-8.
  6. ^ Hartlaub, Peter (4 March 2012). "Jane McGonigal: Game on with 'SuperBetter'". San Francisco Chronicle. Retrieved 11 April 2018.
  7. ^ Strickland, Eliza. (July 31, 2007) Play Peak Oil Before You Live It Archived 2008-12-31 at the Wayback Machine, Salon.com. Retrieved April 2, 2010.
  8. ^ Burkeman, Oliver (March 15, 2011). "SXSW 2011: The internet is over". The Guardian. London.
  9. ^ a b c Feiler, Bruce (27 April 2012). "She's Playing Games With Your Lives". New York Times. Retrieved 14 March 2015.
  10. ^ Joiner, Whitney (June 22, 2011), "Super Girl", Elle
  11. ^ Burrell, Jackie (January 13, 2017). "She's Playing by Her Own Rules to Push Games Forward". The Washington Post. ...teaching game design and culture at the University of California at Berkeley and the San Francisco Art Institute
  12. ^ Davis, Kim (March 27, 2010) Virtual gamers a 'human resource' in real world's epic of survival (archived), The Vancouver Sun Retrieved April 2, 2010
  13. ^ SuperBetter Labs Team Archived 2012-05-29 at the Wayback Machine Retrieved August 8, 2012
  14. ^ Indvik, Lauren (1 April 2011). "New York Public Library Invites 500 to Overnight Scavenger Hunt". Mashable, Inc. Retrieved 2 April 2011.
  15. ^ "Contact, Credits". World Without Oil. Retrieved 2013-06-14.
  16. ^ "Vectors Journal: PlaceStorming". Vectors.usc.edu. Retrieved 2013-06-14.
  17. ^ "UC Berkeley Art, Technology, and Culture Colloquium - Bio: Jane McGonigal". Atc.berkeley.edu. Archived from the original on 2013-05-10. Retrieved 2013-06-14.
  18. ^ Hartlaub, Peter (4 March 2012). "Jane McGonigal: Game on with 'SuperBetter'". San Francisco Chronicle. Retrieved 15 March 2015.
  19. ^ "PlaceStorming". Vectors Journal. Retrieved January 4, 2023.
  20. ^ Nimura, Janice P. (February 6, 2011). "Book review: 'Reality Is Broken'". Los Angeles Times.
  21. ^ Andersen, Michael (January 20, 2011). "Jane McGonigal Thinks Reality is Broken, and She Wants to Fix It". originally posted at ARGNet. Wired.com.
  22. ^ Hall, Julian (January 30, 2011). "Reality is Broken, By Jane McGonigal". The Independent. Archived from the original on February 3, 2011. Retrieved February 9, 2011.
  23. ^ Klavan, Andrew (January 21, 2011). "Upgrading the World". The Wall Street Journal.
  24. ^ Saletan, William (February 11, 2011). "The Computer Made Me Do It". New York Times.
  25. ^ McGonigal, Jane (2015-09-15). SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient--Powered by the Science of Games. Penguin Press. ISBN 9781594206368.
  26. ^ "Books - Best-sellers - Advice, How-To & Miscellaneous". The New York Times. 28 September 2015. Retrieved 4 January 2023.
  27. ^ "Imaginable". Kirkus. 11 January 2022. Retrieved 4 January 2023.
  28. ^ Prendergast, John; Brockovich, Erin; Hillenbrand, Laura; Gilbert, Elizabeth (September 14, 2010), "2010 O Power List", Oprah Magazine, pp. 18–19, archived from the original on 2010-09-18, retrieved 11 November 2010
  29. ^ Ruberg, Bonnie (22 May 2008). "Women in Games: The Gamasutra 20". Game Developer. Retrieved 4 January 2023.
  30. ^ "World Without Oil wins Activism web award". ITVS Interactive Press Release. 2008-03-11. Archived from the original on 2008-05-16. Retrieved 2008-03-15.
  31. ^ Williams, Mark (2006) "Young Innovators Under 35: Jane McGonigal — Designing games with new realities", MIT Technology Review. Retrieved February 20, 2010.
  32. ^ "Archive: Innovation". Games Developer Choice Awards. Archived from the original on 2006-03-26. Retrieved October 2, 2010.
  33. ^ "2005 Webby nominees and winners". Webby Awards. 2005. Archived from the original on May 26, 2012. Retrieved September 18, 2010.
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This is a community hub built on top of the Jane McGonigal Wikipedia article. Here, you can discuss, collect, and organize anything related to Jane McGonigal. The purpose of the hub is to connect people, foster deeper knowledge, and help improve the root Wikipedia article.
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Talks
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#general is a chat channel to discuss anything related to Jane McGonigal.
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Inside hub
American game designer and author

From Wikipedia