Jane McGonigal

Last updated

Jane McGonigal
Jane McGonigal by christopher michel in 2021.jpg
Born (1977-10-21) October 21, 1977 (age 47)
OccupationGame designer, game researcher
Education
Spouse
Kiyash Monsef
(m. 2005)
Relatives Kelly McGonigal (twin)
Website
janemcgonigal.com

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.

Contents

McGonigal received her Ph.D. in Performance Studies from the University of California, Berkeley in 2006, where she was the first in the department to study computer and video games. She has designed several notable alternate reality games, including I Love Bees (2004), World Without Oil (2007), and SuperBetter (2012). After suffering a severe concussion in 2009, she created Jane the Concussion Slayer as a therapeutic game, which evolved into SuperBetter, a platform designed to help people build resilience and achieve personal goals.

She is the author of three books: Reality Is Broken: Why Games Make Us Better and How They Can Change the World (2011), which argues that games contribute to human happiness and can address social problems; SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver, and More Resilient (2015); and Imaginable: How to See the Future Coming and Feel Ready for Anything (2022). McGonigal has been called "the current public face of gamification," though she has expressed reservations about the term. She has been recognized by MIT's Technology Review as one of the world's top innovators under 35 and named to O: The Oprah Magazine 's 2010 Power List.

Early years and education

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

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

McGonigal at Foo Camp in 2009 Jane McGonigal.jpg
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

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

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

SuperBetter

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

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

DateAwardDescription
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]
2008Women in Games: Gamasutra 20Named in the first Gamasutra 20, honoring 20 notable women working in video games. [29]
2008 South by Southwest Interactive Award for ActivismAwarded for World Without Oil [30]
2006 MIT Technology Review 's TR100Named one of the world's top innovators under the age of 35 by MIT's Technology Review . [31]
20052005 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

External videos
Jane McGonigal Meet the Media Guru 1.jpg
Nuvola apps kaboodle.svg Jane McGonigal: Massively multi-player... thumb-wrestling?, TED Talks, published November 15, 2013

References

  1. Joiner, Whitney (June 22, 2011). "Super Girl". Elle. Retrieved March 14, 2019.
  2. "Jane McGonigal Sees the Future in Games". rvatech. June 20, 2013. Archived from the original on February 1, 2023. Retrieved March 14, 2019.[ permanent dead link ]
  3. Wilson, David McKay. "Jane McGonigal: Real Gamer" (PDF). Fordham.edu. Archived from the original (PDF) on April 17, 2017. Retrieved October 2, 2012.[ permanent dead link ]
  4. "Performance Studies Alumni". UC Berkeley Theater, Dance, and Performance Studies. Retrieved January 4, 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 (March 4, 2012). "Jane McGonigal: Game on with 'SuperBetter'". San Francisco Chronicle. Retrieved April 11, 2018.
  7. Strickland, Eliza (July 31, 2007). "Play Peak Oil Before You Live It". Salon.com . Archived from the original on December 31, 2008. Retrieved April 2, 2010.
  8. Burkeman, Oliver (March 15, 2011). "SXSW 2011: The Internet is Over". The Guardian . London.
  9. 1 2 3 Feiler, Bruce (April 27, 2012). "She's Playing Games With Your Lives". New York Times. Retrieved March 14, 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". The Vancouver Sun . Archived from the original on March 29, 2010. Retrieved April 2, 2010.
  13. "SuperBetter Labs Team". Archived from the original on May 29, 2012. Retrieved August 8, 2012.
  14. Indvik, Lauren (April 1, 2011). "New York Public Library Invites 500 to Overnight Scavenger Hunt". Mashable, Inc. Retrieved April 2, 2011.
  15. "Contact, Credits". World Without Oil. Retrieved June 14, 2013.
  16. "Vectors Journal: PlaceStorming". Vectors.usc.edu. Retrieved June 14, 2013.
  17. "UC Berkeley Art, Technology, and Culture Colloquium - Bio: Jane McGonigal". Atc.berkeley.edu. Archived from the original on May 10, 2013. Retrieved June 14, 2013.
  18. Hartlaub, Peter (March 4, 2012). "Jane McGonigal: Game on with 'SuperBetter'". San Francisco Chronicle. Retrieved March 15, 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 (September 15, 2015). SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient--Powered by the Science of Games . Penguin Press. ISBN   978-1-59420-636-8.
  26. "Books - Best-sellers - Advice, How-To & Miscellaneous". The New York Times. September 28, 2015. Retrieved January 4, 2023.
  27. "Imaginable". Kirkus. January 11, 2022. Retrieved January 4, 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 September 18, 2010, retrieved November 11, 2010
  29. Ruberg, Bonnie (May 22, 2008). "Women in Games: The Gamasutra 20". Game Developer. Retrieved January 4, 2023.
  30. "World Without Oil Wins Activism Web Award". ITVS Interactive Press Release. March 11, 2008. Archived from the original on May 16, 2008. Retrieved March 15, 2008.
  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 March 26, 2006. 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.