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Jane McGonigal

From Wikipedia, the free encyclopedia
American game designer and author (born 1977)
This article'slead sectionmay be too short to adequatelysummarize the key points. Please consider expanding the lead toprovide an accessible overview of all important aspects of the article.(October 2024)
Jane McGonigal
Born (1977-10-21)October 21, 1977 (age 47)
Philadelphia, Pennsylvania, U.S.
OccupationGame designer, game researcher
Education
Spouse
Kiyash Monsef
(m. 2005)
RelativesKelly McGonigal (twin)
Website
janemcgonigal.com

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

Early years and education

[edit]

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

McGonigal received herBachelor of Arts in English fromFordham University in 1999,[3] and herPh.D. inPerformance Studies from theUniversity 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 renamedSuperBetter.[6]

Philosophy

[edit]
McGonigal atFoo Camp in 2009

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

McGonigal has been called "the current public face ofgamification."[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 forlocation-based andalternate reality games.[10] She has taught game design andgame studies at theSan Francisco Art Institute and the University of California, Berkeley.[11]

In 2008, she became the Director of Game Research and Development atInstitute 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:

YearTitleOrganizationCredit
2012SuperBetterSuperBetter LabsChief Creative Officer
2011Find the Future: The GameNew York Public LibraryDirector[14]
2010EvokeWorld Bank InstituteCreator
2009CryptozooAmerican Heart AssociationDirector
2008Top Secret Dance-OffCreator (under pseudonym Punky McMonsef)
2008SuperstructInstitute for the FutureDirector
2008The Lost RingMcDonald's andThe Lost SportDirector
2007World Without OilITVS InteractiveParticipation architect w/Ken Eklund[15]
2006Cruel 2 B KindConcept and design w/Ian Bogost
2005Last Call Poker42 EntertainmentLive Events Lead[citation needed]
2005PlaceStorming[16]
2004I Love Bees42 EntertainmentCommunity Lead/PuppetMaster[17]
2004Demonstrate[citation needed]
2004TeleTwister[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 calledJane the Concussion-Slayer (afterBuffy the Vampire Slayer), then renamedSuperBetter.[18] McGonigal raised $1 million to fund an expanded version of the game.[9] Additionally, she has collaborated on commissioned games for theWhitney Museum of American Art and theMuseum 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 andalternate reality games. Using current research from thepositive psychology movement, McGonigal argues that games contribute to humanhappiness andmotivation, a sense of meaning, and community development.

The book was met with a favorable reception fromTheLos Angeles Times[20] andWired[21] and mixed reviews fromThe Independent.[22] The book received criticism from some quarters, notably theWall 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] TheNew 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 theNew 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]
DateAwardDescription
2010O: The Oprah Magazine "2010 O Power List"Named inO: The Oprah Magazine as one of 20 important women of 2010 on the "2010 O Power List"[28]
2008Women in Games: Gamasutra 20Named in the first Gamasutra 20, honoring 20 notable women working in video games.[29]
2008South by Southwest Interactive Award for ActivismAwarded forWorld Without Oil[30]
2006MITTechnology Review's TR100Named one of the world's top innovators under the age of 35 byMIT'sTechnology Review.[31]
20052005 Innovation Award from theInternational Game Developers Association and a 2005 Games-relatedWebby Award.ForI Love Bees, theHalo 2 promotion.[32][33]

Publications

[edit]
External videos
video iconJane 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. Retrieved2019-03-14.
  2. ^"Jane McGonigal Sees the Future in Games".rvatech. 2013-06-20. Retrieved2019-03-14.[permanent dead link]
  3. ^Wilson, David McKay."Jane McGonigal: Real Gamer"(PDF).Fordham.edu. Retrieved2 October 2012.[permanent dead link]
  4. ^"Performance Studies Alumni".UC Berkeley Theater, Dance, and Performance Studies. Retrieved4 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. Retrieved11 April 2018.
  7. ^Strickland, Eliza. (July 31, 2007)Play Peak Oil Before You Live ItArchived 2008-12-31 at theWayback Machine,Salon.com. Retrieved April 2, 2010.
  8. ^Burkeman, Oliver (March 15, 2011)."SXSW 2011: The internet is over".The Guardian. London.
  9. ^abcFeiler, Bruce (27 April 2012)."She's Playing Games With Your Lives".New York Times. Retrieved14 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 TeamArchived 2012-05-29 at theWayback Machine Retrieved August 8, 2012
  14. ^Indvik, Lauren (1 April 2011)."New York Public Library Invites 500 to Overnight Scavenger Hunt". Mashable, Inc. Retrieved2 April 2011.
  15. ^"Contact, Credits". World Without Oil. Retrieved2013-06-14.
  16. ^"Vectors Journal: PlaceStorming". Vectors.usc.edu. Retrieved2013-06-14.
  17. ^"UC Berkeley Art, Technology, and Culture Colloquium - Bio: Jane McGonigal". Atc.berkeley.edu. Archived fromthe original on 2013-05-10. Retrieved2013-06-14.
  18. ^Hartlaub, Peter (4 March 2012)."Jane McGonigal: Game on with 'SuperBetter'".San Francisco Chronicle. Retrieved15 March 2015.
  19. ^"PlaceStorming".Vectors Journal. RetrievedJanuary 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 fromthe original on February 3, 2011. RetrievedFebruary 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. Retrieved4 January 2023.
  27. ^"Imaginable".Kirkus. 11 January 2022. Retrieved4 January 2023.
  28. ^Prendergast, John;Brockovich, Erin;Hillenbrand, Laura;Gilbert, Elizabeth (September 14, 2010),"2010 O Power List",Oprah Magazine, pp. 18–19, archived fromthe original on 2010-09-18, retrieved11 November 2010
  29. ^Ruberg, Bonnie (22 May 2008)."Women in Games: The Gamasutra 20".Game Developer. Retrieved4 January 2023.
  30. ^"World Without Oil wins Activism web award".ITVS Interactive Press Release. 2008-03-11. Archived fromthe original on 2008-05-16. Retrieved2008-03-15.
  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 fromthe original on 2006-03-26. RetrievedOctober 2, 2010.
  33. ^"2005 Webby nominees and winners".Webby Awards. 2005. Archived fromthe original on May 26, 2012. RetrievedSeptember 18, 2010.

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