Wherever technology leads us, one of our most fundamental impulses is to play – through advances of mobile devices and social networks, technology is shaping the brave new world where limits between work, free time, making profit and personal relationships are blurry. New rules apply. Surely you have noticed?
Jane McGonigal was one of the first researchers to explore the question of how games could change the way we think and act in everyday life. Her revolutionary talk on Games Developers Conference 2008 presented an argument of how reality is broken, and we need to start making games to fix it. Industry reacted with an explosion of “games for personal and social change”, “positive impact games”, “social reality games”, “serious games” and “leveraging the play of the planet”. What is this all about?
The idea is that we should not aim at making games that are better and more immersive alternatives to reality – but rather at making the world become a better and more immersive reality. Quest is to explicitly design games that improve quality of life, by providing opportunities to solve problems and intervene in social situations in surprising, inventive and effective ways. Now, that is what I call true entertainment.
This month, Jane and her team set out an example by releasing a game called SuperBetter. This platform helps one achieve his health and life goals – or recover from an illness or injury – by increasing personal resilience – staying curious, optimistic and motivated even in the face of the toughest challenges.
Another recent example is a subversive online experience Dreams Of Your Life, developed by London-based game company Hide&Seek. It supports Film4’s documentary film about 38-year old Joyce Vincent, whose skeleton was discovered in her bedsit three years after she had died. Game aims to engage player in reflection on subjects such as society, friendship, love and loneliness. Play is continued afterwards via email, by challenging player to undertake small, rewarding actions in his everyday life.
Here at the Centre, we are developing a reality fix of our own. The happiest man is the one who manages to unify work and play, do you agree? With my PhD research supported by MIRROR project – incorporating creativity, serious games and users’ professional needs – I would like to contribute to creating such working environments. Game on.