Reality Is Broken: Why Games Make Us Better and How They Can Change the World
and endless supply of invigorating activity and every reason in the world to feel optimistic about their own abilities.
    Then and now, faster, more reliable flow and fiero separates computer and video games from all the games that came before them. And that’s what makes Sudnow’s memoir of playing Breakout such an important historical artifact. He was the first to express what was so new and emotionally riveting about digital games, before the spectacular graphics, before the epic stories, and before the massively multiplayer worlds. Back then, all the emotional power of video games stemmed from the fact that they were interesting obstacles with better feedback and more adaptive challenges. As a result, they excelled at one thing and pretty much one thing only: provoking so much flow and fiero, they were nearly impossible to stop playing.
    In fact, that was the whole point of these early video games: to keep playing as long as possible. One of the original and best-known Atari slogans was “Discover how far you can go.” It was a constant battle just to stay in the game, but that was also the primary satisfaction of playing. Flow and fiero are the original rewards of video gameplay, and by playing against the tireless machine, we could endlessly produce them for ourselves.
    Well, almost endlessly.
    After three months, Sudnow finally exhausted his seemingly infinite source of flow. He played a perfect game of Breakout , destroying all the walls with just one ball. It was one of the biggest fiero moments of his life. But on that day, when he earned the highest possible score, his Breakout obsession ended. He had gone as far as flow and fiero could take him.
    Fortunately for gamers, that’s not the end of the story.
    Flow, as positive psychologists have documented, is only one part of the overall happiness picture. It was the first kind of happiness these psychologists studied, but the science has progressed significantly since then. As Corey Lee M. Keyes, a psychology professor at Emory University, explains, “Flow is considered part of the science of happiness but not all.... It is more of a temporal state than a trait or condition of human functioning. While there are studies on how to prolong it, flow is not seen as something that people can live within all the time.” 11
    Flow is exhilarating in the moment. It makes us feel energized. A major flow experience can improve our mood for hours, or even days, afterward. But because it’s such a state of extreme engagement, it eventually uses up our physical and mental resources.
    We can’t sustain flow indefinitely—as much as we might want to. That’s why, according to Keyes, human flourishing requires a more “continuous” approach to well-being. It can’t just be all flow, all the time. We have to find ways to enjoy the world and relish life even when we’re not operating at our peak human potential.
    This is true in games as well as in life.
    David Sudnow, it turns out, was so exhausted by the three months he spent suspended in nearly continuous Breakout flow that he subsequently stayed far away from video games for quite some time.
    Too much flow can lead to happiness burnout. Meanwhile, too much fiero can lead to addiction—a word that Sudnow never once used in his memoir but which nevertheless inescapably leaps to mind. Fiero taps into some of our most primal hardwiring, and our emotional response can be extreme.
    Recently, Allan Reiss, a professor of psychiatry and behavioral science at Stanford, led a team of researchers in a study of the neurochemistry of fiero in gamers. His laboratory captured MRIs of gamers’ brains while they were playing particularly challenging video games. The researchers observed exceptionally intense activation of the addiction circuitry of the brain when gamers experienced moments of triumph. And as a result, the researchers identified fiero as the most likely underlying cause of why some gamers feel “addicted” to their

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