Reality Is Broken: Why Games Make Us Better and How They Can Change the World
been the explicit goal of the game industry, and not all game developers today share it. Plenty of game developers today still think more about fun and amusement than well-being and life satisfaction. But since the rise of positive psychology, the creative leaders of the industry have increasingly focused on the emotional and psychological impact of their games. More and more, the directors and designers of major game studios are drawing directly on research findings from positive psychology to make better games. The game industry has even produced a number of scientific research labs expressly devoted to investigating the neurobiology of gameplay emotions.
    On the whole, a shift is clearly happening. As one journalist put it, the Microsoft game-testing lab “looks more like a psychological research institute than a game studio.” 6 This is no accident. Game designers and developers are actively transforming what once was an intuitive art of optimizing human experience into an applied science. And as a result, they are becoming the most talented and powerful happiness engineers on the planet.
    Today, these two historical trends—the science of happiness and the emotional evolution of the game industry—are intersecting. Thanks to positive psychologists, we know better than ever what kinds of experiences and activities really make us happy. And thanks to game developers, we have more and more powerful, and increasingly mobile, systems for providing intense, optimistic engagement and the emotional rewards we crave most.
    That gives us our second fix for reality:
    FIX # 2 : EMOTIONAL ACTIVATION
    Compared with games, reality is depressing. Games focus our energy, with relentless optimism, on something we’re good at and enjoy.
    We are finally perfectly poised to harness the potential of games to make us happy and improve our everyday quality of life.
    Let’s take a look at how we got here.
     
     
    IN 1983, a jazz pianist and sociologist named David Sudnow published a video game memoir, the first of its kind. It was a 161-page chronicle of his efforts to master one of the original home video games: the Atari ping-pong-style game Breakout .
    Sudnow wasn’t your stereotypical teen hanging out in an arcade. He was a forty-three-year-old professor with a successful side career in music and a full life by any objective measure. No one would have predicted that playing a video game would become more satisfying work for him than doing research or making music—least of all Sudnow himself. But to his great surprise, that’s exactly what happened. For three months, Sudnow played Breakout as if it were his full-time job: “Fifty hours, a good five hours a day for ten days, in the afternoon, the evening, at three o’clock in the morning.”
    What was so captivating about Breakout ? It was basically single-player Pong : you’d rotate a joystick knob to move a flat paddle along the bottom of the screen and wait for a falling ball to hit the paddle. Move the paddle, wait for the ball; move the paddle, wait for the ball. Your goal was to aim the ball using the paddle to knock bricks out of a wall at the top of the screen.
    At first, this work was easy: your paddle was big, the ball fell slowly, and there were plenty of bricks to hit. But as you knocked out more and more bricks, the ball fell faster and bounced off the wall more erratically, and your paddle shrank to half its original size. It became increasingly difficult to keep the ball in play, and it took better and better aim to guide the ball toward the few remaining bricks. Once you missed five balls, the game was over.
    As primitive a video game as it was, it nevertheless made for a perfect little voluntary workload. It had everything you’d want from an unnecessary obstacle: a clear goal (destroy a prison wall), arbitrary restrictions (use only a paddle and five balls), and instant feedback, both visual and audio (the bricks disappeared from the screen one at a time, always

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